Downloads

Want to study the full documentation to really know if Adventure Creator's for you? Grab it now!

Some of the tutorial videos make use of a few ready-made assets to get started with. Grab them here to follow along!
Using URP? An alternative package compatible with Universal Render Pipeline can be gotten here.

A short game that demonstrates "physical" puzzle mechanics, popularised by "The Room" series of mobile games. Download the source here, or play online.

A collection of example scenes that show how different puzzle types can be made in AC.

This puzzle template uses custom events to extend gameplay by making a simple "item arranging" puzzle.

An implementation of the industry-standard A* pathfinding algorithm, allowing for faster pathfinding in complex 2D scenes.

Separately, integration with A* Pathfinding Project can be found on the AC wiki.

A collection of scripts to control Cinemachine cameras from within AC.

An asset and prefab to help get started with Unity's Input System package.

Play Articy:draft Flows as cutscenes using this integration package, complete with variable-saving and language-syncing.

By popular demand: integration for Opsive's Ultimate Character Controller v3 asset.

Move AC Characters using Behaviour Runners and link variables with Blackboard keys with this integration package for AI Tree.

Sometimes a dedicated character controller asset is needed for more refined control over your character's movement.  This package provides a bridge between AC and the excellent Kinematic Character Controller.

This package contains a first-person Player prefab with smooth movement and camera animation.

Setting up independent head animations for talking and turning is simple - these player prefabs show you how!

Control the Player and Camera simultaneously on mobiles with this on-screen joystick!

A fan of the classic LucasArts games of the 90s? This package recreates the interface, ready for you to use in your own game.

Prefer a more streamlined interface when solving puzzles? This template is inspired by Telltale's Walking Dead series.

This template provides a customisable "Graphic options" menu that lets the player tweak graphics and quality settings.

Having thumbnails to look at is much nicer than reading filenames - with this template, make saving your game a little bit easier on the eye.

Then again, maybe you want a more retro-feel for save game management! This template lets you enter in a name for each file before saving.

Inspired by Beyond a Steel Sky, this template allows for Hotspots to be detected when within a circular area on the screen.

An alternative subtitles menu that dynamically resizes itself to fit the display text.  Note: requires TextMesh Pro to be installed first.

This package demonstrates how to emulate Gabriel Knight 1's classic "dual portrait" conversation system.

Add some snazzy feedback to the player, by showing simple animations underneath the cursor whenever they click.

AC is highly customisable - and even moreso through scripting. This package demonstrates how to easily write a "2D first person" navigation system.

This advanced template uses custom scripting to achieve node-based movement, where characters can only move between pre-determined points.  Including in first-person!

Does your game involve talking to many NPCs? Save time setting up the camera, as this package handles dynamic camera shots automatically!

A special camera type made for 3D isometric games, where the camera follows the Player at a fixed offset.

The inventory system can be easily extended through scripting.  This package demonstrates how you can create a shop system with buy and sell mechanics!

With a bit of custom scripting and use of Inventory item properties, this example package shows how a basic equipment system can be built.

Event hooks can be used to add custom functionality through script.  This package demonstrates how to add classic Resident Evil-style combat, complete with enemies and 3D inventory.

View and manage your game's scene connections from a single graph, doing away with the need to reference scene names directly in game logic and PlayerStarts.