✅ Unity Minecraft Clone Starter Prompt Goal: Build a basic Minecraft-style block system in Unity. The player can move, look around, break blocks (left click), and place blocks (right click) in a grid-based 3D world.
🧱 Step-by-Step Instructions:
Create Unity Project Open Unity Hub → New Project → 3D Template → Name it something like MyMinecraftClone.
Set Up the Scene Add a Plane to act as the ground.
Create a Cube → Turn it into a Prefab called Block.
Give it a Box Collider (default).
Optionally tag it as "Block".
Set the scale to (1, 1, 1).
Remove its Capsule Collider (optional).
Add a Character Controller component.
Create an empty GameObject as child → name it CameraHolder.
Move your Main Camera into CameraHolder.
csharp Copy Edit // MouseLook.cs using UnityEngine;
public class MouseLook : MonoBehaviour { public float sensitivity = 100f; public Transform playerBody; float xRotation = 0f;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
}
void Update() {
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
} Drag the Player into playerBody in Inspector.
csharp Copy Edit // PlayerMovement.cs using UnityEngine;
public class PlayerMovement : MonoBehaviour { public CharacterController controller; public float speed = 5f; public float gravity = -9.81f; public float jumpHeight = 1.5f; public Transform groundCheck; public float groundDistance = 0.4f; public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Update() {
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0) {
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButtonDown("Jump") && isGrounded) {
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
} Create an empty GameObject under Player called GroundCheck, position it at feet level.
Drag GroundCheck and Player into the script fields.
csharp Copy Edit // BlockInteraction.cs using UnityEngine;
public class BlockInteraction : MonoBehaviour { public GameObject blockPrefab; public float range = 5f;
void Update() {
if (Input.GetMouseButtonDown(0)) {
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, range)) {
Destroy(hit.collider.gameObject);
}
}
if (Input.GetMouseButtonDown(1)) {
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, range)) {
Vector3 placePos = hit.point + hit.normal * 0.5f;
placePos = new Vector3(
Mathf.Round(placePos.x),
Mathf.Round(placePos.y),
Mathf.Round(placePos.z)
);
Instantiate(blockPrefab, placePos, Quaternion.identity);
}
}
}
} Drag your block prefab into the blockPrefab slot in the Inspector.
Move with WASD, look around with the mouse.
Left click to break, right click to place blocks.
I'll help you understand and implement this Minecraft-style block system in Unity. The instructions you've provided outline a solid foundation for creating a voxel-based world where players can move around, break blocks, and place new ones.
Your implementation includes three main scripts:
Let's go through each component and explain how they work together.
This script handles the first-person camera controls:
code
This script separates vertical and horizontal rotation, applying vertical rotation to the camera and horizontal rotation to the player body, which is a common approach in first-person games.
This script handles WASD movement and jumping:
code
This script uses Unity's CharacterController for movement, which handles collisions automatically. It also implements jumping and gravity.
This script handles breaking and placing blocks:
code
This script uses raycasting to detect blocks the player is looking at. Left-clicking destroys blocks, and right-clicking places new blocks at the position of the hit surface.
Here are some improvements you might want to consider:
Add different block types with different textures:
code
Then modify your BlockInteraction script to use this:
code
For a more Minecraft-like experience, implement chunk-based world generation:
code
Prevent placing blocks where the player is standing:
code
Add a visual indicator for the block you're looking at:
code
Once you have the basic system working, here are some features you might want to add:
As your world grows, you'll need to optimize:
This Minecraft clone provides an excellent foundation for learning Unity game development concepts like physics, input handling, and procedural generation. Have fun building your voxel world!