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Overview & Features โ€‹

Welcome to the official developer documentation for Tidy Up! โ€” Sorting & Shelving Simulator Toolkit, published by NIPUN INTERACTIVE.

Tidy Up! is a modular, production-ready game template and framework built for cozy organization games, tidying simulators, inventory puzzles, and unpacking mechanics in Unity.

๐ŸŽฎ Included Turnkey Campaign & Scenes โ€‹

The framework ships with 3 fully configured scenes ready to play:

  • MainMenuScene (Build Index 0):
    • Dynamic 3D background with subtle camera drift.
    • Level Select modal displaying dynamic star ratings and best completion times.
    • Audio & controls settings modal with volume sliders.
  • ApothecaryDemoScene (Level 1, Build Index 1):
    • The Mystic Apothecary: 48 items across 4 categories (Potions, Crystals, Alchemical Tools, Sacred Scrolls).
    • Features warm tavern lighting, wooden shelving units, and a 180-second par time.
  • WorkshopDemoScene (Level 2, Build Index 2):
    • The Grand Workshop: Expanded 60-item challenge across 5 categorized zones (Ingots, Raw Gems, Precision Tools, Artifacts, Rare Elixirs).
    • Features stone forge visuals, dual workbenches, and a 240-second par time.

๐ŸŽฏ Key Highlights โ€‹

  • Data-Driven ScriptableObjects: Categories (CategoryDefinition), items (ItemDefinition), and upgrades (UpgradeDefinition) configured without code modifications.
  • Automatic Physics Sleeper (PhysicsSleeper): Transitions settled rigidbodies to kinematic rest, maintaining smooth 60+ FPS even with hundreds of loose physics props in piles.
  • Procedural Shelving & Snap Slots: ShelfZone, ProceduralShelf, and ShelfSlot provide automatic grid slot generation, orientation overrides, and placement juice bounce.
  • Single Source of Truth (CompletionTracker): Eliminates "stuck at 99%" bugs by managing total, placed, and remaining items alongside par times and 1-3 star ratings.
  • Currency & Upgrade Shop: Rewards coins per placed item with visual flyaway popups. Players can purchase upgrades for Carry Capacity, Walk Speed, Reach, and Item Highlighting.
  • Atomic Save/Load Persistence: Writes to .tmp buffers before atomic replacement with automated .bak rolling backups.
  • Production 5-Header Scene Architecture: Clean hierarchy organization standard (--- ENVIRONMENT ---, --- LIGHTING ---, --- GAMEPLAY ---, --- MANAGERS ---, --- UI ---).

๐Ÿงญ Navigating the Docs โ€‹

Use the sidebar on the left to explore each section of the documentation:

SectionDescription
Installation & SetupRequirements, importing, package structure, and Setup Wizard.
Quick Start GuideStep-by-step level creation using the editor developer suite.
Core ArchitectureDeep dive into ItemInstance, ShelfSlot, PhysicsSleeper, and CarrySystem.
Integrations & SystemsNew Input System, URP Materials, Audio Synthesizer, and Saves.
C# Scripting APIDetailed public API reference of runtime classes, methods, and events.
Troubleshooting & FAQCommon questions, collision settings, and Level Health Auditor fixes.
Changelog & HistoryRelease notes for all versions.

๐Ÿ’ก Support & Feedback โ€‹

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