#AssetStore #unity #unity3d #new #asset #gamedev #indiedev #GameContentShopper

Publisher

Camisado Studios

Please Note

This entry is from Friday January 30, 2026. The price of the asset may have changed since then.
Please visit our homepage for recent offers and sales. Official and private Unity Asset Store™ sales usually last about 14 days.

Overview

Overview

Escape Room Engine is a modular set of intuitive systems and editor tools for building escape-room style puzzles in seconds, and complete escape rooms in minutes.


Inspired by modern escape-room editors and visual puzzle-building workflows seen in games such as Escape Simulator and Escape Simulator 2, this asset focuses on fast iteration, clear logic connections, and Scene View driven setup.


It is an independent system built specifically for Unity. It is designed to be easily extendable, allowing you to plug in and control your own scripts and gameplay systems using the same connection tools and workflows.


Powerful Scene View editor tools let you set up logic components and connect puzzle elements visually, using a scene picker instead of manual hierarchy dragging. Animated gizmos clearly display connections, making complex puzzle logic easy to understand at a glance.



📕 - DOCUMENTATION

🎮 - WEBGL DEMO



🏃 Character Controller

A simple first person controller designed for escape room games. Allows for moving, looking, sprinting and crouching.



🖐️ Interaction System

Easily set up interactive puzzle elements. Create your own interactables by inheriting from Interactable.

  • Animatable: Quickly make buttons or simple animations.
  • Pickupable: Pick up, examine, interact with, place down or into slots.
  • Turnable: Rotable object that is evaluated in fixed increments, producing a discrete value (for example 0-9) based on the current rotation angle.
  • Slidable: Slides along a straight line between two endpoints, with optional intermediate stopping points. Can be configured to snap precisely to each stop.
  • Zoomable: Allows zooming in on an object/area. It triggers a blend to an associated Cinemachine camera. This camera is fully configurable using standard Cinemachine settings (position, lens etc).

🧩 Logic Components

Quickly set up logic behavior for puzzles and link them together for entire escape rooms.

  • Slot: Allows Pickupable objects to be placed into a defined location, such as inserting a key into a keyhole.
  • Lock: Evaluates passcodes of one or more values. These values can be driven by Slots, Turnables, Animatables, or other inputs. Allowing for anything from single-trigger locks to multi-digit combination puzzles.
  • EventExecutor: Executes UnityEvents in sequence, allowing multiple complex actions to be triggered from a single interaction.
  • Sound: Plays an AudioSource when triggered, for sound effects, music, ambience, or feedback cues.
  • Randomer: Randomly selects and triggers one target from a defined list, adding unpredictability and replayability to your puzzles.
  • Trigger: Detects when the player or specified objects enter or exit its bounds and triggers targets accordingly.

🔗 ITarget

An interface to enable fast and visual linking between objects. You can also implement ITarget in your own scripts to integrate custom behaviour into this linking system and have your own code executed through the same workflow. Easily creating your own custom logic components.

X