Game Systems

Quests, scoring, inventory, portals, and the core systems every scene needs

Complete Systems, Ready to Drop In

The Game Systems category holds the bigger building blocks: whole systems that make an experience feel like a game rather than a scene. Quests, scoreboards, a player inventory, teleport portals, destroyable objects, and the one prefab every scene needs to run on the platform at all. Like the rest of the Project Tools, each one is a click away.

🎯 Where to find them

Open the Creator Dashboard, click the Project Tools tab, and choose the Game Systems category. New to the tab? The Project Tools guide covers how the tools, search, and availability markers work.

U3D Core Prefab

Add U3D Core Prefab

Start here. The U3D Core prefab is required in every scene: it contains the networking, deployment, player spawning, and platform systems your experience runs on. Without it, nothing else on this page (or in your scene) has a player to interact with. The template's demo scene already includes it; any new scene you create needs it added.

Click Apply and the prefab drops into your scene at the world origin. It's duplicate-safe: if the scene already has a U3D Core, the tool tells you and selects the existing one instead of adding a second.

🛡️ The name means it

The prefab appears in your Hierarchy as U3D CORE - DO NOT DELETE, and lives at Assets/U3D/Prefabs/. Deleting it removes networking, spawning, and the platform systems from your scene, so please believe the name.

What's inside it, and which parts your project actually needs, is covered in Making the Template Yours.

Loading Camera

There's a brief moment when a visitor arrives, after your scene has loaded but before their player exists. The Core prefab includes a LoadingCamera that fills it. Without one, that moment is a black screen. With it, visitors see your world while they wait, which turns dead air into a first impression.

It costs you nothing to use and it's already there, but it's worth two minutes of attention because you get to choose the shot. The LoadingCamera is attached to your player spawn point, so moving or rotating the spawn point moves the opening view with it. Frame it on something worth seeing: the view down your main street, the thing you're proudest of, the doorway visitors are about to walk through.

💡 Getting the framing right

Keep the spawn point near a height of 1.6 and the opening view matches eye level, so the cut to the player's camera feels seamless, like walking into a room you were already looking at. Raise it for a more cinematic establishing shot instead, at the cost of a small jump when the player takes over. Either way the LoadingCamera removes itself the instant the player's camera activates, so it has no effect on performance during play.

Quest System

Add Quest System

Creates single-player missions and objectives for your experience: guided sequences that give visitors goals to pursue instead of just a space to wander. Click Apply to add the system to your scene, then build out your quests and objectives on it in the Inspector. You can see a quest in action in the template's demo scene alongside the character controller features.

Scoring

Scoreboards come in two flavors depending on whether you want a ready-made display or want to score an object you've already built.

🏆
Add Scorable
Creates a worldspace scoreboard you can place anywhere in your scene. The display is built for you; just move it where players should see it.
🔢
Make Scorable
Adds scoring to an object you select, using your own display. The object needs a TextMeshPro text component somewhere in its hierarchy to show the score on.

Gaze Reticle

Add Gaze Reticle

Adds a small aiming dot at the center of the player's view, so players can see exactly where they're pointing when clicking UI and interacting with objects. It's especially useful in VR, where a precise aim point makes worldspace buttons and panels much easier to hit. The reticle hides automatically in third-person, where it isn't needed.

This tool adds the reticle to the player prefab itself rather than to the scene, and it's duplicate-safe: running it twice won't add a second dot. To remove it later, open the player prefab and delete the Reticle child under PlayerCamera.

Inventory

Add Inventory

A 10-slot hotkey inventory for the local player. Items land in slots, and players press keys 1 through 0 to use the item in each slot. Items get into the inventory through the collectable tools in the Interactions category: Make On Interact Collectable for deliberate pickups that stay solid, and Make On Enter Collectable for pass-through items collected by walking into them. The Interactions guide covers both.

Destroyable Objects

Make Destroyable

Marks the selected object as destroyable, which two other systems depend on. It's required for the Destroy On Out Of Bounds option on Kickable, Throwable, and Pushable objects, and for clean networked destruction when an object enters a Trash Handler zone, so the object disappears for every player, not just one.

✨ Effects and scoring hooks:
The component fires an OnDestroyed event just before the object is removed. Wire your effects to it in the Inspector: particle bursts, sounds, or a point on a scoreboard.

Trash Handler

A Trash Handler is a zone that destroys or respawns objects that enter it. Use one as a world floor catcher under your scene, an out-of-bounds reset zone that sends strays back where they started, or a collector that scores objects thrown into it. Like Scoring, it comes in Add and Make flavors:

🗑️
Add Trash Handler
Creates a new zone in your scene as a wide, flat volume, ready to resize and position. No selection needed.
♻️
Make Trash Handler
Turns the selected object's trigger collider into a destroy or respawn zone, for zones you've already shaped yourself. The tool converts the collider to pass-through so objects can enter it.

💡 Pairs with Make Destroyable

For an object to be destroyed cleanly across the multiplayer session when it enters a Trash Handler zone, mark it with Make Destroyable first.

Portals

Portals teleport players who walk into them. Both tools create everything in one click, and every piece is freely repositionable: put the trigger and destination anywhere in your scene, any distance apart.

Add 1-Way Portal

Creates a portal trigger and a destination marker. Players who walk into the trigger are teleported to the marker, one direction only. Perfect for shortcuts, drop-zone exits, and secret passages that shouldn't work in reverse.

Add 2-Way Portal

Creates two linked portals. Players who walk into either portal are teleported to the other, so travel works in both directions. Reposition each portal anywhere in the scene to connect distant areas.

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