Unity Plugin

Home
Designer

Design, furnish, and light realistic interior spaces directly inside the Unity Editor. From single rooms to full floor plans without ever leaving your workflow.

Unity 6 LTS Compatible
URP & HDRP Render Pipelines

Everything you need to design interiors

A complete toolkit built into the Unity Editor, no round-trips to external software, no format conversions.

New UI

Completely Redesigned & Fully Animated

The entire UI/UX has been rebuilt from scratch: cleaner layouts, intuitive controls, and smooth animations throughout. Every interaction feels polished, and responsive.

New API

Create Buildings from Code

Programmatically generate entire buildings with a clean, expressive API. Automate house creation, batch-generate variations, and integrate with any pipeline.

Undo / Redo

Full History Support

Every action is tracked. Step backward and forward through your edit history with confidence, no more lost work.

Mobile Support

Android & iOS Ready

Design and preview homes on any device. Fully optimized touch controls and rendering pipeline for Android and iOS platforms.

Room Splitting

Divide Spaces Effortlessly

Split any room into multiple areas with a single gesture. Reshape floor plans dynamically while preserving walls, doors, and windows.

All-in-One Scene

Create · Paint · Place · Preview

Design rooms, apply paint, place furniture, customize every detail, and preview the final result, all without leaving the scene.

New Documentation

Every Aspect Covered

A comprehensive documentation site covering installation, API reference, tutorials, and advanced use cases. Get up and running in minutes.

Website & Accounts

User System & Project Management

A self hosted dedicated website is included with user and project management, to save, organize, and access your projects from anywhere. Open-Source and hosted in your own infrastructure.

Public Templates

Share & Discover Designs

Publish your best projects as public templates. Browse and import community-created layouts to jumpstart your next building in seconds.

JSON & GLB Export

Runtime-Ready Exports

Export your designs to JSON for data-driven workflows, or to GLB for real-time 3D rendering, all at runtime, without leaving Play mode.

Smart Snapping

Easier Module Creation Pipeline

One collider is all it takes. Objects automatically detect and snap to floors, walls, and ceilings, dramatically simplifying the module creation workflow.

Support Forum

Community & Direct Help

Get answers fast with a dedicated support forum. Post questions, share tips, and connect with other developers building with Home Designer Suite.

Developer Resources

Full API &
Developer Docs

Comprehensive documentation covering the HeadlessBuildingAPI, event system, procedural generation, serialization, and online module — everything you need to integrate and extend Home Designer in your project.

HeadlessBuildingAPI

Full C# API reference for programmatic building generation and control.

Event System

Subscribe to building events and react to state changes in real time.

JSON & GLB Serialization

Save, load, and export floor plans to JSON or GLB formats.

Architecture Overview

State machine, data flow pipeline, and class hierarchy diagrams.

Unity Asset Store

Ready to ship
beautiful interiors?

Home Designer is a one-time purchase. No subscriptions. No seat limits. Use it on every project, forever.

Buy on Asset Store
One-time license

Perpetual License

One purchase covers all your projects, now and in the future.

Free Updates

All minor and patch updates included at no extra cost.

URP & HDRP Compatible

Works with both render pipelines out of the box.

Priority Support

Direct email support from the developer team.

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Frequently Asked Questions

Answers to common developer questions. For the full API reference, see the documentation.

Can I use Home Designer without the built-in UI?

Yes. HeadlessBuildingAPI creates and manipulates buildings entirely from code with no UI dependencies. Load the Demo_API scene for a working example. Connect the UI later via BuildingUIBridge.Instance.ConnectBuildingToUI(building) if needed.

Can I have multiple buildings in one scene?

The system tracks one active building via BuildingController.currentBuilding. You can instantiate multiple BuildingController prefabs, but only one is active at a time for editor operations. Switch the active building with BuildingController.SetCurrentBuilding(building).

Does it work on WebGL?

The core procedural and serialization systems are WebGL-compatible. GLB export is not available on WebGL due to filesystem restrictions. Test thoroughly — some Application.persistentDataPath operations behave differently in a browser sandbox.

Can I customise keyboard shortcuts?

Yes — open the HomeDesignerInputActions asset in the Input Action editor and remap any binding. No code changes required. Camera shortcuts (F, Space, scroll) live in the same asset under the Camera action map.

How do I add a new app state?

Add a value to the AppController.States enum, then handle the new state in any subscriber of AppController.OnAppStateChange. The state machine has no hard-coded logic per state — all behaviour is driven by event subscribers.

Is the license check included in builds?

No. The license system is editor-only (#if UNITY_EDITOR). Builds contain no license enforcement — the DLLs that perform the check are editor assemblies and are stripped at build time.

Can I save and load multiple projects?

Yes. Projects are saved as individual JSON files (and optionally GLB files) under Application.persistentDataPath. Call ProjectSerializer.Instance.SaveProject(name) and ProjectSerializer.Instance.LoadProject(name) to manage them.