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MT STUDIO ASSETS

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Overview

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.

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