12 reusable systems that remove repetitive Unity game-development work. Each system can be used as an independent instance.
ScriptableObject-based tutorials with button highlighting, waits, dialogue, skip support, and saved completion state.
FLOWDefine complex game conditions as AND / OR / NOT data trees for shops, events, achievements, and UI gates.
DATACalculate final stat values with Flat, PercentAdd, and PercentMultiply modifiers managed by source.
DATAStore balance formulas in assets so designers can edit expressions like Attack * SkillMultiplier - Defense.
DATAUse AnimationCurve assets for level-based HP, EXP, rewards, and other balance tables.
FXBuild presentation flows with Move, Wait, Fade, Scale, Sound, and Callback steps instead of nested coroutines.
FXChain Zoom, Shake, Move, and Wait camera actions around gameplay events.
PLAYManage duration, stacks, ticks, and custom effects through ScriptableObject definitions.
PLAYCompose Kill, Talk, and Collect steps into event-driven quest pipelines.
PLAYConfigure weighted random spawns, alive limits, intervals, and radii with SpawnGroup assets.
ADVRecord input frames with timestamps and replay them at different speeds for ghosts, QA, or highlights.
ADVCapture snapshots from any IRewindable object and restore the world to a previous point in time.