Pre-alphaFoundry is in development. Tools, APIs, and sample content may change.

Game systems and editor tools for Unity

Build the systems
your game needs.

Create a player, pack an inventory, and put a weapon in their hands. ZOA Foundry brings these connected game systems to Unity, with a Workbench for creating content and C# packages you can extend.

Pre-alpha · Unity 6.4 development target · 51 packages in the reference

Weapons & Armory workflow hub in the Foundry Workbench.
The Foundry Workbench groups authoring tools by the task you’re working on. Open the image for a full-size view.

Inside the Workbench

Choose what to build.

Choose a workspace for your character, inventory, weapons, or encounters. Related tools stay together, and guided wizards help you create the assets each system needs.

Reusable game content

Tune a weapon.
Use it across your game.

Define a rifle’s attachment mounts and give it an operation profile for firing, recoil, and reloads. Reuse that profile for variants that should handle the same way.

Each rifle in play keeps its own attachments, ammunition, and heat. You can adjust shared settings without mixing up the state of the weapons your players carry.

Learn how definitions and runtime state fit together →
The Weapons browser with the bundled SciFi Sniper definition selected.
The Weapons browser exposes the shared definition and its references to model, platform, attachments, and presentation. Open the image for a full-size view.

Bring your models

Turn a folder of models into weapon content.

Batch Weapon Ingest scans your FBX files and suggests how to classify them. Check its choices and preview the assets it will create before applying the import. For models that need individual attention, open the weapon wizard and alignment tools.

See the weapon import tools →
Scope stage of Batch Weapon Ingest with source folder and import options.
Batch Weapon Ingest separates scope, scan, resolution, preview, and apply so you can inspect each stage. Open the image for a full-size view.

Try it in Unity

Learn by playing with the systems.

Move supplies into a backpack in Inventory & Equipment, or test a loadout on the Weapon Combat Range. Generate a demo from the Content Browser, then open its scene and follow the assets behind each interaction.

Find a demo to start with →
Demo Scenes catalog with the generated Inventory & Equipment scene selected.
The Demo Scenes catalogue lists scene status and provides generation and open actions. Open the image for a full-size view.

For developers

Follow the code behind the tool.

Foundry’s C# packages expose definitions, runtime models, and service interfaces. Use the package reference to find the types behind an editor workflow and the integration points for your own code.

Find the code you need.

Each package reference explains its main types, editor tools, and dependencies. If you’re adding Foundry to an existing project, check its assembly references too; some pre-alpha manifests are still incomplete.

Start with the supported integrations.

The core demo workflows target URP and FishNet. A separate HDRP adapter and experimental networking integrations are documented with their setup requirements and limits.

Get oriented

Open the Workbench.
Choose your first workflow.

The setup guide covers the development checkout, configuration assets, and your first generated scene.

Read the setup guide