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Toolkit

Every system in the box.

Gameplay Systems 18

Gameplay Systems

Gameplay Systems are comprehensive, code-free solutions designed to cover any gameplay mechanics a game developer wishes to implement in their game.

Completed

Audio System

Comprehensive audio management for playback control and volume adjustment.

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Completed

Pause System

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

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Completed

Grid System

Manage gameobject placed in a 2D or 3D grid layout

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Completed

Loading System

Manages loading screens and scene transitions, with hooks for progress feedback and events.

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In progress

Visual Novel System

Visual novel framework with chapters, dialogues, choices, variables and conditional flows.

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Completed

Platform 2D Framework

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

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Completed

Dynamic Track Audio System

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

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Completed

QR Multiplayer System

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

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Completed

Tangram System

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

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Completed

Achievement System

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

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Completed

Language System

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

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Completed

Quiz System

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

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Completed

Tris System

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

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Completed

Tournament System

Tournament framework for managing brackets, users and match progression.

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Completed

Checkpoint System

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

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Completed

First Person 3D

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

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Completed

Interaction System

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

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Completed

Line Chart (3D)

Line chart rendered in the world rather than on a canvas.

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Utility Systems 34

Utility Systems

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

Completed

Activation System

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

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Completed

Collision System

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

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Completed

Event System

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

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Completed

LinkOpener System

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

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Completed

Pooling System

The Pooling System efficiently manages and reuses GameObject instances.

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Completed

RandomicListElements System

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.

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Completed

Copy Paste System

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

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Completed

Image Picker

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

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Completed

Time Online System

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

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Completed

Timing System

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

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Completed

Interface Founder

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

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Completed

Graph System

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

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Completed

VFX System

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

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Completed

UGTK Instantiator

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

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Completed

Counter System

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

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Completed

Range System

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

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Completed

Key Input Action System

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

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Completed

Effectiveness System

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

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Completed

Code Wizard

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

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Completed

Codes Generator

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

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Completed

Web Param System

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

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Completed

UGTK Assembly Manager

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

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Completed

Texture Resizer System

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

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Completed

Desktop Window Controls

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

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Completed

Video View System

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

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Completed

Level Streaming System

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

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Completed

Input Compatibility

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

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Completed

FPS Limiter System

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

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Completed

Hierarchy Overwritten

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

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Completed

Invisibile Mouse System

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

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Completed

GameObject Editor System

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

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Completed

Folder Path System

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

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Completed

Vibration System (Utility)

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

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Completed

Replace Special Word

Substitutes *tokens* inside a text template with values supplied at runtime.

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Libraries Extensions 4

Libraries Extensions

The library extensions part provides the use of modules with static function libraries that extend classic objects such as game objects or lists.

Algorithms Module 1

Algorithms Module

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.

Ui Module 34

Ui Module

The Ui Module group offers ready-made solutions for any user interface needs.

Completed

Dashboard System

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

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Completed

Line Chart System

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

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Completed

Text Updater System

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

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Completed

TMP Line Balancer

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

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Completed

TMP CapsLock System

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

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Completed

TMP Partial Bold

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

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Completed

Mouse Over System

Change mouse icon when over an UI with this system.

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Completed

Click Effect Button

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

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Completed

Jelly System

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

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Completed

Slider System

Manages to change the value of the slider with animation

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Completed

Coroutine Timer Slider System

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

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Completed

Screen Chooser System

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

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Completed

Blur System

UI blur effects controller for backgrounds and panels.

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Completed

Camera Shake System

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

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Completed

Gradient System

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

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Completed

Fade Controller System

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

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Completed

Leaderboard System

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

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Completed

Layout AutoResize

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

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Completed

Auto Scroll System

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.

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Completed

TextAnimatorUGTK

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.

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Completed

Raw Image Preserve Aspect

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

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Completed

Responsive Layout System

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

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Completed

Dropdown Extension

Extra behaviours and events for standard dropdowns.

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Completed

Element Cycler System

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

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Completed

Char Limiter System

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

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Completed

Drawing System

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

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Completed

Keyboard System

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

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Completed

Area Handles System

UI element that can be move and resized in Game

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Completed

Message System

Lightweight popup/message UI system with queues and callbacks.

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Completed

QR Generator

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

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Completed

Text Typer System

Component that display text on screen with typing—revealing effect

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Completed

Toggle Extension

Extra events and behaviours for toggle groups.

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Completed

Resolution System

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

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Completed

Scene System

Loads a scene from a UnityEvent, with an edit-time check that it is in the Build Settings.

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Data Systems 4

Data Systems

Data Systems provide implementations that enable versatile data management solutions.

Component Module 16

Component Module

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.

Completed

Generic Component

Provides the base classes and structure for all components.

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Completed

Movement Component

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

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Completed

Rotation Component

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

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Completed

Jump Component

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

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Completed

Dash Component

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

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Completed

Follow System

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

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Completed

Ping Pong Movement Component

Provides a flexible system for move between points

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Completed

Resource Component

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

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Completed

DragDrop System

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

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Completed

Snap Component

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

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Completed

Damage System

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

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Completed

Shooting System

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

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Completed

Level System

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

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Completed

Persistent Component

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

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Completed

Collider AutoResize Component

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.

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Completed

Flip Component

Component for flipping sprites or objects along axes, useful for 2D character facing or UI mirroring.

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Design Patterns 3

Design Patterns

Design Patterns are a set of pre-implemented and fully functional classes that embody the fundamental design patterns of object-oriented programming.

Mobile 2

Mobile

Mobile Systems are exclusively designed for use within a mobile context, adding essential functionalities that are not natively available in Unity for mobile development.

API 8

API

More from the repo 3

Additional module docs found in the repository, exactly as on GitHub.