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Combat System Framework

Combat System Framework

Asset description

Tag-Driven Combat Framework — Production-Ready Action Combat System Build action combat on a fully data-driven architecture. Every Ability, Buff, and Attribute is defined through ScriptableObjects and driven by a powerful Gameplay Tag system. Gameplay Tag System Identify and control states, abilities, and effects through hierarchical tags (e.g. Ability.Combat.Attack). Fast tag comparison powered by FNV-1a 64-bit hashing. Data-Driven Ability System ScriptableObject-based abilities Cooldown support Instancing policies Includes 20 ready-to-use abilities, including: Light Attack Heavy Attack Charge Attack Aerial Attack Hold Attack Block Dodge Dash Jump Double Jump Teleport Throw Equip / Unequip And more. Attribute System (WIP) Tag-based attributes such as Health and Mana Automatic regeneration Attribute change events for gain, loss, and depletion Buff & Debuff System ScriptableObject-based buff system Supports stacking Supports periodic effects (Damage-over-Time) Included examples: Heal Poison Barrier Speed Buff AoE Heal Damage & Hit Reaction System Clean IDamageable / IDamager interfaces Extensible damage types Priority-based hit reaction system Weapons, Projectiles & Skills Melee and ranged weapon systems Bezier-arc projectiles Spiral, radial, and wave projectile spawn patterns Particle collision-based area damage spells Built-In Animation Editing Suite (Standout Feature) A complete in-editor animation authoring workflow with no external tools required. Visual Notify Timeline Editor Place animation events directly on the timeline. Features include: Drag & Drop editing Box selection Copy / Paste Delete Full Undo support Right-click context menu Dedicated Preview Window Includes: 3D Preview Timeline Inspector Also features: Resizable splitters Real-time playback Pause Timeline scrubbing Real-Time Effect Preview Preview particle effects synchronized with animation playback Verify VFX timing before entering Play Mode Root Motion Tools One-click root motion extraction On-screen trajectory visualization 26 Built-In Animation Notifies (Fully Extensible) Includes: Spawn Effects Play Audio Trigger Abilities Equip Weapons Apply Knockback Apply Airborne Launch Projectiles Camera Shake And more. Creating Custom Notifies Creating your own Notify is effortless. Derive from the base Notify class. Override a single method. Your Notify automatically appears in the Timeline Add menu. No editor code required. 7 Built-In Notify States (Fully Extensible) Includes: Motion Warping Collision Ignore Input Buffering Rotate / Look At Target Camera Data State Setting Notify States support adjustable start and end handles, and custom implementations are automatically registered. Additional Features AI Controller Player Controller Object Pooling Gameplay Tag ID Generator Animation Clip Editor Custom Property Drawers (Tag Filter, Notify, and more) Perfect For Action Games Soulslikes Hack-and-Slash Games Any project requiring a scalable and extensible combat framework Stop rebuilding combat systems from scratch. Start building your game. Please Read Before Purchasing This asset is under active development. Features, workflows, and implementation details may be refined, modified, removed, or expanded in future updates. While every effort is made to maintain stability, functionality may evolve as the framework continues to grow. Please purchase with this in mind. Basic Unity knowledge is required to use and configure the included systems. Refunds are not available. Please review the documentation and tutorials before purchasing to ensure the asset meets your needs. The included controller uses Unity's Character Controller. Character movement is code-driven, not root-motion-driven. Compatible with Built-in Render Pipeline, URP, and HDRP. The sample project is built using HDRP. Includes only free animation assets. Documentation ( The document is still being drafted ) Discord Cinemachine and input system are required. Please read the documentation to understand the scripts included in these assets. The default template uses HDRP, If you want to downgrade, use the Built-In and URP packages included in the package.

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