A modular game-systems platform for Unity
Ship the systems,not the scaffolding.
ZOA Foundry is 51 Unity packages that already know how to be an inventory, a weapon, a player, a save file, a session, and an editor. Adopt one, or adopt the stack. Nothing here is a black box: every package declares what it depends on and refuses to reach past it.
- Packages
- 51
- Root packages
- 7
- Umbrella version
- 1.0.0
- Render pipelines
- URP · HDRP
What you get
Production systems, documented down to their edges.
Items that survive the round trip
Grid inventory with coordinate-addressed slots, stacking rules, reservations, and a state-payload system that refuses to let a modified item silently stack with a clean one.
Weapons with real mechanics
Fire modes, delivery, ballistics, recoil and reload state, plus an attachment taxonomy whose mount paths survive vendor FBX naming without a rename pass.
Players you compose, not prefab
Controller profiles crossed with view types, a module mix per combination, batched perception, and a two-channel velocity model that keeps read-modify-write idempotent.
Saves that know who owns what
Sections owned by the package that wrote them, per-package schema versions, and six explicit restore outcomes including refusing to downgrade data written by a newer build.
Networking with the authority written down
Backend-neutral contracts, state channels with per-channel write policy, an explicit ownership model, and prediction hooks that reconcile against server snapshots.
An editor that hosts the whole stack
One Workbench shell that discovers authoring surfaces contributed by any package, with wizards that delegate to the same services your runtime code calls.
The stack
Six layers. No edge points upward.
Every package declares its dependencies in its manifest, and the architecture tests fail the build if one reaches past them. That constraint is why you can take Inventory without taking Equipment, and Armory without taking a player controller.
Kernel
8Depends on nothing. Everything else is built on these.
Core
10The systems most projects integrate directly.
Gameplay
12Opt-in gameplay systems composed from core.
Presentation
10Rendering, interface, audio, and effects.
Tooling
7Editor surfaces, diagnostics, content, and tests.