Island Survival is a complete, ready-to-play co-op survival FPS you can drop
straight into your project — or use as the foundation for your own game.
Procedurally generated islands, resource gathering, base building, crafting,
day/night, drowning and PvP, all playable in multiplayer over Mirror or fully
offline on a single machine.
The same scripts run both ways. With a session active every system is
server-authoritative; with Mirror not running they apply their effects directly.
You never maintain two code paths.
WHAT'S INSIDE
• Procedural island generation — terrain, trees, rocks and ore from a single
seed, with a live island preview in the "New Game" menu
• Resource gathering — chop trees, mine rocks and ore, with respawning nodes
• Base building — snap-based placement, build menu, destructible pieces
• Crafting & server-authoritative per-player inventory with hotbar
• Item dropping and loot sacks — walk over them to pick up; dying scatters
everything you carried
• Day/night cycle with a server-owned clock
• Water, drowning and an underwater screen effect
• Full-screen island map (M) with grid, zoom, pan and colour-coded markers
• PUBG-style compass HUD that shows your map markers at their real bearing
• Text chat and proximity voice chat (pure C# codec — no native plugins,
no third-party licences)
• Complete menu flow: Create Game, Load Game, Create Server, Join, settings,
key rebinding, loading screen and pause menu
• Save/load system with per-player persistence — position, health, stamina,
hotbar, inventory, buildings and harvested resources
TWO READY-MADE SCENES
MAIN MENU and DEMO come fully built and wired — HUD, map, compass, chat, build
menu and pause menu are already in the scene. Nothing is generated on demand, so
reusing a piece of UI in your own scene is a copy-paste: every reference travels
with the object.
BUILT FOR MULTIPLAYER, NOT PATCHED FOR IT
• Deterministic world, not replicated world. The island is regenerated on every
peer from one synced seed — no heightmaps or object lists ever cross the wire.
• Id-based resource sync. Nodes get stable ids from generation order instead of
a NetworkIdentity each, so hundreds of trees and rocks cost almost nothing.
• Late joiners see the world as it is now. A player joining an hour in gets the
island rebuilt from the seed, then immediately clears exactly what the others
already harvested.
• Server-authoritative inventory, crafting, building, dropping and pickup. A
modified client cannot conjure items or claim loot twice.
• Per-player saves keyed by a persistent id, so a player who quits and rejoins
gets their own inventory and position back.
EASY TO ADAPT
• Every script has detailed XML documentation comments — no black boxes.
• No assembly definitions to fight with; everything compiles into
Assembly-CSharp.
• Editor tools: Rebuild Item Database, Fix Build and Networking Issues, and
Validate Multiplayer Setup, which scans your scene and reports exactly what is
missing.
• Swappable networking backend. Connection code sits behind IMultiplayerConnector
and MultiplayerSession — the menu, loading screen and pause menu never name a
networking type.
• Steam, Epic, Edgegap, relays and mobile are just Mirror Transport components:
swap the Transport on the NetworkManager and change no code at all. The Join
panel adapts by itself, hiding the port box for backends that use join codes
or SteamIDs.
• Add your own save data by inheriting SaveableBehaviour with a unique SaveId.
SUITABLE FOR
Survival, crafting and base-building games; co-op and PvP island/shipwreck
settings; open-world exploration prototypes; anyone who needs a working
server-authoritative gameplay foundation instead of building netcode from
scratch.
REQUIREMENTS
• Unity 6
• Universal Render Pipeline — included materials are authored against URP/Lit
• Mirror networking — FREE on the Asset Store, must be imported first
A 15-page PDF documentation file is included, covering setup, singleplayer
conversion, the networking design, every system and its known limitations.