Quick Skill Tree Pro


Design talent, tech and perk trees in a visual graph editor, then drop a finished, animated, save-ready skill board straight into your game. No dependencies.


by Krykftn | Advanced Editor Tools & Systems


Price History +

Every RPG, roguelite, survival and idle game wants a skill tree. Building one means a node editor, prerequisite logic, point economy, save data and a UI that makes progress feel good — and that is a week you would rather spend on your game. Quick Skill Tree Pro gives you both halves: a visual graph editor to design the tree, and a finished, animated board to put in front of players.

DESIGN IT VISUALLY

Drag nodes around the canvas, Alt-drag from one node to another to make it a prerequisite, and let Auto Layout arrange the whole graph as rows, columns or a radial constellation. Loops are detected and refused, so a tree can never end up requiring itself. Built-in validation calls out nodes with no skill assigned, duplicated skills, and nodes no player could ever reach.

A BOARD THAT READS AT A GLANCE

Locked skills sit dim. Skills you can afford right now pulse. Links fill outward from the prerequisite as progress flows through the tree, and learning a rank fires a burst of light. Hovering a node tells the player what it does and exactly why it is still locked: "Requires Frost Armor at rank 2", "Spend 3 more points in this tree", "Requires level 5". No mystery locks.

GATES THAT MATCH REAL GAMES

Mix four kinds of requirement on any node. Prerequisites with AND or OR logic and a minimum rank. A points-spent tier gate, the classic talent-tree rule. A character level. And mutually exclusive groups, where taking one option visibly rules the other out. Refunds are checked against all of them, so a player can never strand a skill they already own — and when a refund is blocked, the tooltip says why.

CLEAN UNDER THE HOOD

The whole system is a plain C# model: ranks, points, prerequisites, refunds, change events. The UI is a separate, optional layer, so you can drive the model straight from gameplay code. Save and load to JSON, PlayerPrefs or a file. Ranks are stored against skill ids, so editing your graph later never corrupts an existing save.

NO DEPENDENCIES

uGUI and Unity's built-in font. No TextMeshPro, no Input System, no third-party packages. Every node shape, ring, glow and panel is generated procedurally, so there is nothing to import and everything stays crisp at any size. Works on Built-in, URP and HDRP.

GET RUNNING IN 30 SECONDS

Tools > Quick Skill Tree Pro > Setup Window > Create Demo. Press Play and start spending points. Then open the Graph Editor and make it yours.

Full C# source included.