Build your farming game in minutes, not months.

This demo showcases a modular farming toolkit designed for Unity developers.

From grid-based planting to time progression, plant growth, and harvesting — all systems are tightly integrated, optimized for performance, and mobile-ready.

πŸ§ͺ What’s Included in the Demo:

βœ… Visual Grid System

Click to plant crops on a world-based grid. Supports configurable cell size, spacing, terrain types, and occupancy checks.

βœ… Multi-Stage Plant Growth

Plants evolve over time through unlimited growth stages. Each stage can define a different prefab, scale, duration, and logic (e.g. harvestable, waterable, looping).

βœ… Harvest & Drop System

Plants drop configurable items when harvested (e.g. 1–3 fruits, 25% chance for a seed). Drop chances, quantity ranges, and item types are fully customizable.

βœ… Time & Day Simulation

Time advances based on real-time seconds, fully controllable. Includes events like OnTimeTick, OnDayAdvanced, and a TimeSpan-based UI-friendly clock.

βœ… Tool System

Use dig, water, and harvest tools defined as ScriptableObjects. Easy to expand or integrate with hotbars, inventory systems, or input systems.

βœ… In-Game Notifications

Pop-up messages for user feedback with custom text, icon, and color. Automatically disappears after a few seconds.

βœ… Performance Optimized

Chunk-based rendering and instancing allow you to grow hundreds or thousands of crops without frame drops.

βœ… Full Source + Documentation Available

This is only the demo – the full toolkit includes source code, PDF setup guide, editable ScriptableObjects, and C# systems ready for expansion.

🧠 Built on SOAP – Modular Architecture

All systems use the ScriptableObject Architecture Pattern (SOAP) to promote modularity and scalability. This means:

β€’ πŸ’Ύ No tight coupling – Systems communicate via ScriptableObject events & variables

β€’ 🧩 Extremely easy to extend – Add new plants, terrain types, or behaviors without rewriting core code

β€’ 🎯 Runtime-safe configuration – Separate authoring and runtime states

β€’ πŸ› οΈ Editor-friendly – Debug variables and events live from the inspector

AI tools were used as assistants in planning and scripting, but all logic and architecture were crafted and tested by hand.

πŸ”— Official Asset Store page (coming soon)

Published 1 day ago
StatusIn development
PlatformsHTML5
Authortupicode
GenreSimulation
Made withUnity

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