
Explore a ready-to-use Unity restaurant management template in Tiny Coffee Shop, designed for mobile and PC, with AI navigation using NavMesh and expandable stations.
Set up the tiny coffee shop project in Unity, switch to Android, import the starter pack, install Cinemachine, and build a coffee station with spawnable cups on a serving plateau.
Implement a coffee cup spawner with a timer that respects a plateau’s max capacity. Build a push system and food positions to manage cups and their placement.
Enable the player to collect cups from the coffee station by triggering a collider and using a hold food ability to move spawnable foods onto a rotating plateau.
Learn to drop cups into the drop zone with a collect delay, using a hold food ability to push from the plateau and manage empty/full states.
Create a first customer by duplicating the player into a customer prefab, attach a customer script and animator, and spawn via a singleton manager from a cashier spawn point.
Apply Unity NavMesh to move customers by adding a NavMesh agent, baking surfaces, and configuring NavMesh settings to ensure customers walk on mapped surfaces and reach destinations.
Learn to create a customer queue with a queue start point and spacing, compute each target position, and drive movement with a navigation ability and navmesh agent for realistic pathing.
Implement and manage customer animations—idle, walk, eating—using a Unity navmesh agent and a velocity-driven state machine, with orientation tweaks for correct facing.
implement customer facing logic with final facing vectors, use gotoThen to trigger faceFinalFacing after reaching destinations, and control navmesh rotation by zeroing angular speed.
Implement customer serving logic in Unity: configure food needs, manage drop zone interactions, and control serving timing while verifying customers are ready to take food.
Implement the serve food workflow by selecting the first customer, spawning and delivering food from the drop zone, tracking food taken, and dequeuing when needs are met.
Create the first table set in Unity by placing a round table and two chairs, add navmesh obstacles and colliders, and convert them into prefabs with basic scripts.
Learn to move customers to the first available table using the table manager and isAnyTableAvailable, ensuring clean and not-full tables. Dequeue customers, shift the queue, spawn new ones, and debug.
Move customers to the table by selecting the first empty chair. Use a go-to-then toward the chair's target walk position, with two target points and nav mesh obstacle considerations.
Control customer flow by moving them to the table target position, disabling navmesh navigation for seating, and transferring cups to the table plateau as they sit and consume before leaving.
Master the core loop of a Unity cafe sim by managing customers from seating to exiting, using a timer to fire after consumption, updating table dirty state and chair interactions.
Fix table management in a Unity restaurant sim by handling incoming customers, implementing dirty table visuals, and switching to dirty meshes for food to enhance realism.
Implement a food timer to hide cups as the timer crosses multiples of timeToConsumeFood, tracked by foodConsumed, and rearrange food positions using hidden food count to prevent stacking.
Learn to implement collecting dishes to clean a dirty table in a Unity restaurant sim. Use table triggers, isDirty checks, and the holdDish ability to manage dishes on the plateau.
Fixes the table plateau overflow by checking occupied food positions and enforcing max capacity, preventing dishes or cups when the plateau is full while handling dirty state and drop-zone logic.
Add a trash bin with a trigger collider to clean the plateau by popping all dishes when the dish ability has dishes, then disable the plateau and destroy the dishes.
Create a worker character and implement a worker manager that assigns requests to idle workers by priority and distance, converting requests into tasks with sub-tasks like moving, cleaning, and serving.
Implement a singleton worker manager to register and emit task requests, define abstract requests with priority and GUIDs, and dispatch tasks to workers near drop zones on the nav mesh.
Create and manage a field station plateau request in a Unity cafe sim, using GUIDs, drop zone positions, spawnable food, and duplicate-request prevention to streamline worker tasks.
Learn how the worker manager processes a pending field station plateau request, selects matching food spawner stations, and creates a fill station plateau task to guide the worker.
Learn to implement a modular worker task system in Unity, creating a base WorkerTask with abstract sub-tasks like moveTo, and sequencing actions from the food station to the drop zone.
Implement a unity worker that starts a task, navigates to targets, and executes a multi-subtask workflow with wait conditions on a plateau using a state machine.
Refine worker animations and implement a Unity state machine for idle and task states, adding serveCustomersRequest and serveCustomersTask with drop zones.
This lesson implements a worker manager to identify idle workers, assign tasks, and manage clean table requests, integrating priorities and a clean table workflow.
Teach students to implement task cancellation and priority-based reassignment in a Unity cafe simulation, letting workers cancel lower-priority tasks and manage pending requests.
Add more workers and implement an idle task system with idle positions to manage tasks by priority. Also test proximity-based assignment and address navigation challenges for smoother play.
Explore how cancelling tasks works in a Unity restaurant sim by using the table cleaned event and hold dish ability to cancel pending clean requests and set workers to idle.
Enhance task management by selecting the highest priority request and assigning the closest idle worker to the task target position, based on pending requests and idle worker distance.
Create the top-right office zone visuals, add navmesh obstacles, rebake the navmesh, and place desks, monitors, chairs, triggers, and two managers to support unlocking the zone.
Unlock office zone by turning it into a locked element and hiding the right wall; trigger a Unity event to disable it on unlock, with nested locked elements.
Set up the hr canvas by duplicating the main canvas, adding a blue background, and a back button; add a worker scroll view with vertical layout and content size feeder.
Master trigger-based show and hide of HR panel in a Unity restaurant sim by adding a canvas group, HR manager, and HR desk station, with a cross button to close.
Learn to create and configure the UIWorkerContainer prefab, wire it to the HRManager, and spawn configurable worker containers using workerDataSO scriptable objects in Unity.
Configure the UI worker container by binding worker data to the profile image and name, and initialize four buttons for unlock, video unlock, upgrade, and video upgrade.
Unlocks workers for free by spawning and initializing them via the worker manager, setting initial levels and stats, with save and load to preserve progress.
Implement saving and loading of workers' unlocked state in the HR manager using the IWantToBeSaved interface and sigil, saving worker levels and spawning unlocked workers on load.
Deduct unlock costs via the currency manager and fetch unlock prices from worker data; UI container controls interactivity. Spawn upgrade blobs at runtime for speed, capacity, and revenue upgrades.
Add and manage three worker stats (maxSpeed, maxCapacity, maxRevenue) via ScriptableObjects, initialize them in the UI, and implement a level up system that increments stats and updates the display.
Fixing worker upgrades demonstrates aligning upgrade button states with max levels, updating prices, and refreshing UI in response to currency changes using hr manager and currency manager.
Create baseCharacterStatsSO scriptable object with speed, capacity, and revenue, then wire a characterStats component and workerUtilities to calculate stats from levels and apply them to navigation speed and hold capacity.
Level up workers at runtime and update their stats, then calculate revenue at the serving station using character stats multipliers to generate cash.
Implement a blinking indicator for worker upgrade stats in the UI using leantween, assign it to upgrade blobs, and trigger blinking during initialization and upgrades.
Create the player upgrades ui in the PlayerUpgradesCanvas, adding a panel with a ribbon and upgrade buttons container, and spawn levels for speed, capacity, and revenue using a video option.
Build the player upgrades user interface by adding an upgrade desk station, using triggers to show and hide the panel, and creating stat-based upgrade containers with icons.
Configure the UI player upgrade container for the Tiny Coffee Shop project by wiring text, icons, and upgrade buttons. Reflect stat levels 0–5 with blob visuals and dynamic upgrade pricing.
Upgrade your player in the desk station by applying boosts to containers, managing upgrade price, currency, and saving data, while updating stats, speed, and capacity via a character stats handler.
Add a pizza station to the pizza zone, spawn pizzas at the station, and implement checks so workers drop only pizzas there, refining the pizza spawning and serving process.
Fix bugs in the hold food logic so the plateau accepts only the same type as the spawnable food, enabling pizza spawning. Abstract the food serving station as discussed.
Create an abstract food serving station and a pickup station inheriting from it. Move customers to an exit point and abstract methods for serving and dequeuing.
Create Your Own “Pizza Ready” Style Idle Restaurant Game in Unity (FAST!)
Hey Guys, welcome to Tiny Coffee Shop, the ultimate shortcut to creating your own Idle Restaurant / Tycoon / Management game in Unity!
If your dream is to build a game similar to:
Pizza Ready
My Mini Mart
Any casual “serve / upgrade / expand” type of game
…then you’re in the PERFECT place !
Because let’s be honest…
Building these games from scratch can take MONTHS.
And most of the time, you end up rewriting the same systems again and again:
movement, customers, workers, upgrades, saving, stations, progression…
So instead of wasting hundreds of hours reinventing the wheel…
Tiny Coffee Shop gives you a ready-to-use foundation that already works.
You can literally plug it in, reskin it, customize it, expand it, and focus on what matters most:
Making your game FUN and ready to publish.
What You’ll Get Inside This Course
This isn’t just a random project.
This is a real restaurant management template, designed to be clean, expandable, and production-ready.
Whether you’re targeting Mobile or PC, Tiny Coffee Shop gives you a strong base that you can build on confidently.
AI & Customer Gameplay (The Core of Any Restaurant Game)
You’ll get a full customer flow system, including:
AI Navigation using Unity’s NavMesh system
Customers spawning automatically
Customers moving, waiting, getting served, then leaving
Smooth and clean restaurant traffic flow
Collectable cash piles
So your restaurant actually feels alive.
Stations & Item Systems (The Fun Part)
Tiny Coffee Shop includes a flexible station system where you can:
Create multiple stations easily
Spawn ANY prefab you want (food, cups, pizzas, burgers…)
Stack items cleanly and visually
Setup Pickup Stations (Pizza station shown in the demo)
Setup Serving Stations (and upgrade them!)
And the best part?
This system is designed so you can expand it without breaking everything.
Workers, Tasks & Progression (Idle Games Need This!)
Idle games are NOTHING without progression…
And this course delivers.
You’ll learn and get:
A clean Task System for workers (easy to expand!)
Worker upgrades
Player upgrades
A full progression system that unlocks content step-by-step
Smooth camera transitions when unlocking zones
Save System & Clean Tech Setup
A good game template needs solid tech.
So Tiny Coffee Shop comes with:
A strong Save System (Sijil, the one I teach in my other course!)
Clean project structure
Systems designed for scalability
Video documentation to guide you through setup & customization
No confusion. No guessing. No messy spaghetti code.
Who This Course is For
This course is made for you if:
You want to create an Idle / Restaurant / Tycoon game in Unity
You want a project you can reskin and publish fast
You want a strong base instead of starting from zero
You want clean code and expandable systems
You want a template you can actually turn into a real product
Whether you’re a beginner or intermediate dev…
This course will save you MASSIVE time.
Mobile & PC Ready
The game is optimized for portrait mobile gameplay, but it can also be played in landscape mode (as shown in the demo video).
So you can target:
Mobile Casual Market
PC Simulation Market
Both, if you want
Requirements
Compatible with Unity 6.3 or higher
Works great for casual / hypercasual / idle games
Perfect foundation for a full commercial project
Ready to Build Your Restaurant Game?
If you want to stop wasting months building systems from scratch…
And instead learn from a clean, ready-to-use, expandable restaurant template…
Then you’re going to LOVE Tiny Coffee Shop!
Enroll Now!
P.S. : This course is not for complete beginners, you must already have some coding basics & Unity knowledge.
If you've already taken one of my previous courses, you'll feel way more comfortable in this one.