Easily control dice outcomes in your Unity project with Rigged Dice Roller. This package ensures dice always roll the numbers you specify, providing consistent and predictable gameplay.Dice that land on the number you choose, thrown with real physics.Every roll is simulated ahead of time in a hidden physics scene. Once the simulation finds a throw that settles cleanly, your visible dice replays that exact trajectory, with the graphic rotated so the face you asked for ends up on top. The motion is genuine rigid body physics, so dice tumble, knock into each other and rattle off the walls of your tray. You only decide what they say when they stop.What you getSix dice: d4, d6, d8, d10, d12 and d20, with white bodies, black markings and normal maps.DiceRoller.Roll(dice, 20) lands a 20. DiceRoller.Roll(dice) rolls honestly and reports what came up. Both take the same path through the simulation, so a player cannot tell them apart.DiceRoller.RollAll(...) throws several dice in one simulation, so they collide with each other instead of being rolled separately and composited.OnRollEnd hands you the face on top once the dice has visibly stopped, for fair rolls as well as rigged ones. There are C# events too, plus IsRolling and AllRollsEnded for gating your UI.Every roll is checked before you see it: settled, flat, on the table, not resting on another dice. A roll that fails is thrown again with a different impulse until one comes out clean.Make your own dice. Face maps store a direction and a tangent per face, so any face-transitive solid can be rigged exactly, and you assign values by clicking faces in the Scene view.Four AI agent skills ship with the package, covering scene setup, rolling from code, tuning the simulation and building custom dice. Point a coding agent at your project and ask it to set the dice up.Two demo scenes are included. One rolls all six dice together with a slider per dice, the other rolls whichever dice you click.Before you buyTargets the Built-in Render Pipeline. Materials use the Standard shader and need converting for URP or HDRP.Built and tested with Unity 6000.0.82f1.Prediction runs on the frame you roll, so a throw costs a few milliseconds of main thread time. The manual has measured figures.Upgrading from 1.x: your existing calls keep working. Scenes saved with 1.x switch rest validation on by themselves, which the manual explains how to turn off.Supported on any platform.Rolls are predicted in a separate physics scene, then played back on your dice.Render pipeline: Built-in. Materials use the Standard shader and need converting for URP or HDRP.Built and tested with Unity 6000.0.82f1.6 Models79 Verts, 92 Triangles - Dice_d4156 Verts, 188 Triangles - Dice_d6164 Verts, 188 Triangles - Dice_d8265 Verts, 316 Triangles - Dice_d10392 Verts, 476 Triangles - Dice_d12418 Verts, 476 Triangles - Dice_d20Textures: 1024x1024 albedo and normal map for each dice.Colliders: convex MeshCollider on every dice.Includes 4 AI agent skills and 2 demo scenes.Code Documentation,Asset Store Information,Testing




