This is where you buy. Press Select on a system: you see everything it stands on, each with its own price, and choose what goes in the cart. The Core is free and comes with every order, and so are the small parts: anything that would cost a couple of euros is not sold on its own, it arrives inside the order of the system that needs it.
Gameplay Systems are comprehensive, code-free solutions designed to cover any gameplay mechanics a game developer wishes to implement in their game.

Comprehensive audio management for playback control and volume adjustment.

Manages the pause and resume of the game, allowing to pause the game and resume it at any time.

Manages loading screens and scene transitions, with hooks for progress feedback and events.
Visual novel framework with chapters, dialogues, choices, variables and conditional flows.

Ready-to-use 2D platformer framework: player with stats and events, moving platforms, coins, checkpoints, enemies with vision cones, and status power-ups.

Multi-track music system that blends and switches layers based on gameplay states.

Local multiplayer helper that generates and reads QR codes to connect player devices.

Puzzle system for building Tangram-style boards, checking tile combinations and firing events when shapes are correctly assembled.

System for defining, tracking and rewarding player achievements and progression goals.

Global language manager that stores available languages, syncs UI dropdowns and notifies listeners to update localized texts at runtime and in editor.

Flexible quiz framework with ScriptableObject quiz databases, controllers and UI managers to run linear or random quizzes and evaluate win/lose conditions.

Tic-tac-toe in four variants — classic, matriosca, sliding and inception — with an AI opponent whose difficulty is selectable.

Tournament framework for managing brackets, users and match progression.

Save points that remember where the player was, and restore them after a death.

First-person character controller: movement, look, jump and ground handling, driven from UI or keys.

Base for objects that react to a 3D collision, with the physics setup checked in the inspector.

Line chart rendered in the world rather than on a canvas.
Utility Systems are versatile solutions designed to streamline production in various scenarios, simplifying the development process for both programmers and designers. There are also a lot of primitive systems useful for build more complex systems

The Activation System controls GameObject states, enabling activation, deactivation, and toggling for dynamic gameplay scenarios.

Manages 2D/3D collisions and detects mouse and touch interactions with customizable behavior.

Flexible system for managing game events, including listener management, event invocation

The LinkOpenerSystem opens URLs in Unity, supporting both web links and deep links to compatible apps.

The Pooling System efficiently manages and reuses GameObject instances.

The Randomic List Element System manages lists where each element has a unique percentage, ensuring totals equal 100%, with support for locking, syncing, and random selection.

The Copy Paste System enhances Unity's Inspector with Copy, Paste, and Clear buttons for efficient string manipulation.

Component that allow in a WebGL build to get an image from user computer

TimeOnlineSystem is a system that allows you to get the time from a server.

Configurable timer counting up, down or unlimited, with time components, threshold and interval events and ready-made UI prefabs.

Utility class to find all objects that implement a specific interface in the scene, inactive ones included.

Generic graph data-structure with nodes, edges, traversal (BFS/DFS) and pathfinding algorithms like Dijkstra and A*.

Pooling-based VFX spawner that plays particle and VFX Graph effects once, looping or at intervals, with auto-return and editor-friendly events.

Editor utility that adds ready-to-use UGTK prefabs to the scene via the `GameObject/UGTK` menu for fast system and component setup.

Generic counting utility for timers, scores or any incremental values with events on thresholds.

Counter subclass that classifies the current value into non-overlapping bands and fires the matching event.

Maps keyboard or gamepad input to high-level actions, simplifying input handling and remapping.

Utility to track effectiveness metrics (e.g. success rates) over time, useful for analytics and balancing.

Editor wizard that automates generation of boilerplate UGTK code and ScriptableObjects.

Utility for generating unique codes/keys (for coupons, invites, etc.) with customizable formats.

Reads and exposes query-string parameters (e.g. from WebGL builds) to drive in-game behaviour.

Centralizes references to UGTK assemblies and modules, easing setup and dependency tracking.

Resizes textures at runtime or in editor, useful for optimization and dynamic thumbnails.

Quit, full-screen toggle and minimize for desktop builds.

Plays local or remote video on a UI RawImage, with a WebGL prefetcher that caches the file in the browser's Cache Storage.

Additive async scene load/unload with events on every stage, plus a distance/visibility optimization pass on a list of target objects.

`UGTKInput`: drop-in replacement for `UnityEngine.Input` that works with the legacy Input Manager and the new Input System alike.

Caps the frame rate from a component: target FPS, VSync and physics tick rate handled together.

Editor-only Hierarchy overlays: row colours, name rules, Tag/Layer and component badges, separators, visibility and lock toggles.

Keeps the cursor permanently hidden on Editor, Standalone and WebGL (with its own `.jslib` for the browser canvas).

Editor tools for inspecting and batch-editing GameObjects in complex scenes.

Centralized management of folder paths used by other systems (saves, logs, exports, etc.).

Utility wrapper to trigger vibration/haptic feedback from non-mobile-specific contexts.

Substitutes *tokens* inside a text template with values supplied at runtime.
The library extensions part provides the use of modules with static function libraries that extend classic objects such as game objects or lists.

Extension class for GameObject providing additional functionality.

Tool for setting the anchor of a UI using predefined presets.
Helper methods to convert sprites and textures to and from Base64 strings.
The Algorithms Module provides a set of core algorithms that enable efficient operations on data structures such as lists or graphs, including sorting, searching, and optimization techniques.

Utility system that allows you to reorder elements in a list
The Ui Module group offers ready-made solutions for any user interface needs.

Modular dashboard UI for displaying tables, KPIs and widgets bound to data sources.

Configurable line chart component for plotting values over time or categories.

TextUpdaterSystem dynamically updates Unity UI text with TextMeshPro, reflecting real-time variable values from MonoBehaviour components.

Utility for enforcing hard line breaks and balanced lines in TextMeshPro text.

Components to force uppercase, lowercase or capitalized text in TextMeshPro fields.

Applies bold formatting to selected parts of a TextMeshPro label via markers or segments.

Change mouse icon when over an UI with this system.

UI button press feedback: hides shadow/outline and shifts RectTransform by a fixed offset on press.

Continuous idle squash/stretch (jelly) animation for UI or world transforms.

Manages to change the value of the slider with animation

Timer slider components (linear and circular) driven by coroutines with events on completion.

Manages switching between multiple UI screens or panels with simple API.

UI blur effects controller for backgrounds and panels.

Component to shake the camera or UI canvas for feedback effects.

Multi-stop gradients on any UI `Graphic` (linear, radial, corner) plus a gradient overlay for images, with gamma compensation.

Controls fade-in/out of UI elements or full-screen overlays.

Displays a list of users and their scores, sorted in order.

Auto-resizing UI layout components that manage grid/horizontal/vertical children and resize their parent while firing events on add, remove and clear operations.

Automatically scrolls a ScrollRect at a constant speed with pauses at each edge (ping-pong / loop / once), on either axis, reacting to Layout AutoResize list changes. Used for leaderboards.

Per-character TextMeshPro animation from one component: persistent/appearance/disappearance tags, 35+ built-in effects, modifiers (=,*,+,flags), per-effect stagger, typewriter with inline actions & events, accessibility. A Text Animator-class system, inspector-driven.

Ensures `RawImage` content keeps its aspect ratio when resized.

Responsive layout helpers to adapt UI to different aspect ratios and resolutions.

Extra behaviours and events for standard dropdowns.

Cycles through a list of UI elements or sprites with next/previous controls.

Limits and visualizes the remaining characters in input fields or text areas.

2D drawing canvas system for pointer/touch drawing and saving strokes.

Keyboard on screen that allow the mouse/touch only to type on a inputfield

UI element that can be move and resized in Game

Lightweight popup/message UI system with queues and callbacks.

Generates QR codes into UI images for links, invites or session IDs.

Component that display text on screen with typing—revealing effect

Extra events and behaviours for toggle groups.

Changes the player's resolution and reports what the platform actually applied.

Loads a scene from a UnityEvent, with an edit-time check that it is in the Build Settings.
Data Systems provide implementations that enable versatile data management solutions.

UGTK's Dictionary System enhances serializable dictionaries with key/value operations.

Designed to save data from the game by storing key-value to be later on saved in the main memory.

Tools for managing table-like data (e.g. CSV) and mapping it into UGTK data structures.
The Component Module is a collection of various components essential for game development. A component is defined as a child GameObject of another GameObject, capable of adding additional functionality to the parent GameObject.

Provides the base classes and structure for all components.

Components for controlling object movement: speed, direction, bounds, and coordinate limits.

The Rotation Component allows customizable game object rotation with animation curves, supporting continuous or timed rotations and event triggers.

The Jump Component manages advanced jump mechanics, supporting multiple jumps, cooldowns, and dynamic interactions for 2D and 3D environments.

Enables a dash action for characters, temporarily boosting their movement speed.

Implements follow behaviors for game objects, supporting 2D and 3D targets, as well as mouse and touch input

Provides a flexible system for move between points

Component for managing object resources such as health, energy, mana or custom values, with support for runtime updates, limits and system integrations.

Drag and Drop System for UI uses a state machine for smooth interactions and includes drag events, state transitions, and pooling.

The Snap Component System snaps the object to the last collided object upon TriggerSnap, using specific tag collisions.

The Damage System manages game object damage, offering advanced functions for applying damage, healing, controlling vulnerability, and event management.

The Shooting System manages shooting mechanics, ammo handling, reloading, and projectile management using efficient pooling for performance.

Level system for managing player levels and experience points, with differenct type of progression.

The Persistent component that allow a gameObject to have one or multiple component with same owner name

Automatically resizes 2D box or capsule colliders on the owner to match the RectTransform size of a referenced UI element, both in play mode and in editor.

Component for flipping sprites or objects along axes, useful for 2D character facing or UI mirroring.
Design Patterns are a set of pre-implemented and fully functional classes that embody the fundamental design patterns of object-oriented programming.

The State Machine manages state transitions, defining states and conditions for control over state changes
Mobile Systems are exclusively designed for use within a mobile context, adding essential functionalities that are not natively available in Unity for mobile development.

Gesture System detects and manages mobile touch gestures in Unity, triggering events for taps, swipes, pinches, and more.

Accesses and normalizes device motion/accelerometer data for gameplay and UI effects.

EmailSender is a system that allows you to send emails from your game.

ImagePhpManagment is a system that allows you to upload images to a server.

PhpConnectionSystem is a system that allows you to connect to a server and send data.

Server-side leaderboard management for submitting and fetching ranked scores.

Email sending system using OAuth-based authentication flows.

Generates and validates ticket codes, integrating with backend APIs.

WebSocket client/host wrappers for real-time communication with servers.

Detects whether the device is online and how strong the connection is (latency → 0..4 level), with bundled signal-bar icons and events.
Additional module docs found in the repository, exactly as on GitHub.