Gameplay Ability Toolkit


UE GAS-inspired toolkit for building data-driven gameplay systems with abilities, effects, attributes, tags, cues, targeting, and editor tools.


by FangLiu Dong


Price History +

Gameplay Ability Toolkit is a UE GAS-inspired gameplay framework for Unity developers who want a clean, reusable way to build complex gameplay systems without hard-coding every rule from scratch.


Use it to define abilities, effects, attributes, tags, costs, cooldowns, targeting, animation timing, gameplay cues, and feedback as flexible building blocks. It works well for combat systems, but it is not limited to combat or RPGs. You can use the same foundation for skills, items, interactions, AI actions, upgrades, status rules, resources, puzzles, progression, and simulation logic.


Documentation


Note: the art assets shown in the showcase images are only for demo purposes, not provided in this package. Anybody interested in these assets can send an email to me and i will provide them.


Build Gameplay as Data

  • Create abilities and effects as ScriptableObject assets
  • Reuse definitions across characters, enemies, items, and systems
  • Keep gameplay logic modular, testable, and easier to extend

Core Systems Included

  • Abilities with runtime instances
  • Gameplay effects: instant, duration, infinite, periodic, stacking, overflow, and conditional
  • Attributes with clamping, derived values, and change hooks
  • Gameplay tags and tag queries for rule-driven behavior
  • Costs, cooldowns, input triggers, event triggers, and commit policies
  • Gameplay cues for decoupled visual/audio/gameplay feedback
  • Targeting tools, shape tracing, ground AOE indicators, and multi-target flows

🎞 Powerful Montage System

  • Montage-style animation authoring for ability timing and action flow
  • Define windup, active, recovery, combo, cancel, and event windows
  • Drive hit detection, projectiles, cues, movement, gameplay events, and ability tasks from timed sections
  • Works with the built-in Unity animation driver, with optional support for Animancer and Game Creator workflows

🧩 Game Creator Integration

  • Optional integration modules for Game Creator
  • Connect abilities, effects, tags, targeting, melee, hit reactions, dodge logic, and visual scripting workflows
  • Use Gameplay Ability Toolkit systems alongside Game Creator characters, actions, instructions, and combat-style behaviors
  • Keep the core framework independent while enabling deeper Game Creator-based projects when needed

🧰 Editor and Runtime Tools

  • Editor dashboard and quick setup tools
  • Ability/effect authoring helpers
  • Tag analyzers and debug views
  • Runtime UI helpers for ability bars, effects, status bars, floating numbers, and event logs

🎮 Example Content

  • Arena demo: a complete playable combat slice
  • Training demo: a sandbox for testing abilities
  • Example abilities, effects, attributes, tags, cues, UI, VFX, SFX, enemies, montage assets, and documentation

🛠 Customizable by Design

  • Create your own ability types, effects, attributes, tags, target collectors, cues, montages, UI, and editor workflows
  • Use the demos as learning material, templates, or remove them from your final project
  • Adapt the framework to your own genre, rules, and gameplay style

Designed for single-player gameplay systems. Multiplayer replication, prediction, and server-authoritative ability flow are currently outside the scope of this release.