Core RPG handbook · Development build / version notes
Documentation / Tile Tick Core RPG / Designer
Demo Scene
OSRS inspired RPG systems for Unity: skills, XP, combat, inventory, equipment, loot, NPCs, interactions, and tile aware action flow.
The demo scene is the fastest way to understand how Core RPG systems are wired together.
What to test#
- Move around the grid and verify true tile tracking.
- Attack an NPC and watch attack timing, damage, hit splats, XP, health, death, and loot drops.
- Pick up and drop ground items.
- Equip a weapon or armor piece and confirm equipment bonuses update.
- Test only the skill content present in that demo version. Current streamed DemoIsland has no supported fishing occurrence adapter; use a configured FishingSpotActionHandler outside that streamed workflow. See gathering tutorials and cooking.
- Use an item on another item, such as tinderbox on logs.
- Talk to tutor NPCs through the dialogue/chatbox flow.
- Open merchant shops and test buying/selling against inventory state.
- Use the side panel tabs and tile markers to inspect RPG state while testing.
What to inspect#
Look at the player hierarchy first. The important components are usually split between parent and child objects so visual, movement, combat, and UI concerns stay separated.
| Object type | Key components |
|---|---|
| Player | RPGUnitBrain, movement components, UnitCombat, UnitHealth, UnitSkills, SimpleInventory, UnitEquipment, PlayerSkillActionController. |
| Enemy | RPGUnitBrain, SimpleNpcAI, NpcCombatSetup, UnitContextActionProvider, LootDropOnDeath. |
| World object | WorldObjectInteractable, WorldObjectContextActionProvider, a supported configured action handler. Cooking uses inventory Use on CookingStation; a stove label alone does not execute it. |
