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Unity-Tools

This project aims to centralize the various tools I develop under Unity. If there are things you can use, use it for free (under MIT license).

✦ Overview

The tools are designed to speed up iteration time for a better workflow efficiency. Most of them are independent but there is usually a common base (found in the Core/ folder).

✦ Features

Architecture

Tools

  • UE4-like Blackboard: A class allowing to store an array of variables by entities. This allows information to be transmitted through multiple components while reducing their coupling.

  • Finite State Machine inspector framework (FSMState, FSMStateTransition, FSMStateTransitionCondition, FSMStateModule): Allows to design multiple states from the editor without using code (or very little).
    overview-demo
    Finite State Machine and blackboard sample
    fsm-conrad-demo
    Demo of a character locomotion + animations made with the Finite State Machine

  • Sensors (Raycast Utility to use raycast from asset descriptors, ...)

  • Procedural action system (for 2D action games): Allowing to combine various tweakable actions (Hitbox for damage, Momentum for movement, StatModifier, Combo Sequence, ...)
    Procedural action system
    A prototype made with the procedural action system

Advanced Editor Utility

  • Advanced Editor Utility (Animation, Input management, MinMaxRange, Physcis...)
  • GUI attributes to extend the editor (such as ReadOnly or LayerMask).

WIP

  • Custom Navmesh: I wanted to try to make a navmesh to improve my geometry understanding. wip-navmesh