Core RPG handbook · Development build / version notes
Documentation
Start here: install and first play
Check requirements, open the supplied demo and create one working item before building your own scene.
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Goal#
Get the supplied demo working in a safe test project, identify the active player, then create your first item.
Requirements#
The official store's compatibility baseline is Unity 6000.5.5f1. The development build uses these package versions:
| Dependency | Version / instruction |
|---|---|
| Unity Editor | 6000.5.5f1 |
| Input System | 1.19.0 |
| Netcode for GameObjects | 2.13.1 |
| Universal RP | 17.5.0 |
| Unity UI (including TMP types) | 2.5.0 |
| Unity Transport | The exact embedded package supplied with that release; do not substitute an arbitrary latest version. |
Before you begin#
Use a disposable project or backed-up copy. Keep the installed package's own README/changelog nearby. Do not import overlapping standalone Movement or World Forge assemblies over a bundled copy.
Set it up#
- Import the complete package and install the dependencies listed by your installed version. Wait for compilation; resolve the first Console error before continuing.
- For this input setup, choose Project Settings → Player → Active Input Handling → Input System Package (New) or Both. Restart if prompted.
- Open Tools → Green Cloak Games → TileTick Core RPG → Core RPG Hub. Run Project Validation.
- Use Open Demo Scene. This opens
Assets/GreenCloakGames/TileTickRPGCore/Demo/Scenes/MainGame.unity. The release guide puts MainGame first and Login_Screen second in the build scene list. - Check URP graphics/quality settings against the supplied
PC_RPAsset. Demo Ground and Blocked layers use indices 6 and 7 in this build; colliders and masks must agree. - Enter Play and use the demo's local host/session controls. Work with a fresh test account and your own host settings. Check that the host and a separate client both reach gameplay before adding new content.
- Walk, inspect inventory, try a gathering action, and identify the actual player prefab assigned to NetworkManager.
- Follow Your first item, then Cooking. Change one thing at a time.

What you should see#
The demo enters gameplay without compile errors, movement advances and the active player has bound UI.
If something goes wrong#
- Compiler errors: inspect the first error and installed package versions before importing more assets.
- No clicks: verify input handling, camera, controls resource and gameplay readiness.
- No movement: check grid, ground colliders, tick manager and path service. Movement checklist.
- Host works, client fails: use the same package/build and check authentication, ownership, load and presentation readiness. Do not bypass authority gates.
Next steps#
Choose a designer tutorial or follow the programmer guide. Send a reproducible support report if the supplied demo still fails.
