Modular runtime
Systems are separated by responsibility instead of being bundled into one monolith.
Released · Unity 6000.3.16f1
LCS is the umbrella runtime stack that holds the reusable gameplay infrastructure together. It is the parent concept for the released modules in this repository and the documentation is written from that system-first point of view.
[!NOTE] This page describes the real project scope found in the repository scan. It does not claim features that were not present in the source.
Modular runtime
Systems are separated by responsibility instead of being bundled into one monolith.
Docs-first product
Each module has a corresponding explanation so buyers can understand the setup.
Unity 6 baseline
The project scan showed Unity 6000.3.16f1.
Static publishing
The site is designed to ship as a static build for Hostinger.
Character Controller
Player locomotion, abilities, tools, hunting, AI and camera integration.
Inventory and Interactions
Storage, pickups, hotbars, prompts and 3D world interaction flow.
Scenes and Save State
Loading, transitions, entry points, checkpoints and persistence boundaries.
Audio, UI and Settings
The polish layer that makes the runtime usable as a real game foundation.
Lightforge.CharacterControllerLightforge.InputSystemLightforge.InventoryLightforge.InteractionsLightforge.ScenesLightforge.SaveStateLightforge.SettingsLightforge.AudioLightforge.UILightforge.AchievementsLightforge.NavigationMapsStart with Introduction, then move to Installation and Project Setup.
The full docs are organized under this site, starting with the core concepts and then the system pages for each runtime area.
Q: Is this a standalone product or a framework umbrella?
A: It is the umbrella framework for the released LCS runtime systems.
Q: Where should I start?
A: Open the getting started section and then the system page that matches your use case.
See Changelog for site-level notes. Module-level changelogs should be added when a given product starts shipping independently.