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Utilities Flexi - Ability System Framework for Unity

Discussion in 'Tools In Progress' started by daleth90, Jan 3, 2023.

  1. daleth90

    daleth90

    Joined:
    Dec 15, 2014
    Posts:
    10
    Flexi
    Ability System Framework
    GitHub

    This project is still work-in-progress
    ❇️❇️❇️❇️❇️❇️❇️❇️⬜⬜ 80%

    Introduction

    Flexi is an ability system framework for Unity. The goal is to help programmers decrease time of implementing an ability system, while Flexi has done the general low-level logic.
    • Programmers can directly jump into creating the gameplay ability system.
    • Programmers can customize their task nodes and dicide how they work with the game.
    • Then designers can use the built-in editor to edit ability data.
    • The game finally runs abilities with the built-in runner.
    P.S. Yes, it's inspired from Unreal GAS (Gameplay Ability System), but Flexi is created with different concept.

    Features
    • Customizable: Focus on your gameplay with user-defined stats, nodes, logics, events, etc.
    • Actor: Base class to hold the stats, abilities and modifiers
    • Built-in ability runners: Start from easy and not make your hands dirty
    • Node-based ability editor: Built with GraphView
    • Macro: Reuse your partial graphs
    • Blackboard: Seperate values from graphs and inject from other sources
    • Non-singleton approach: You can have multiple and different systems simutaneously




    Limitations
    • Not support DOTS (and not in roadmap for now)
    • It's a tool for programmers, and recommended to have experienced programming skill
     
    Last edited: Jun 6, 2023
  2. daleth90

    daleth90

    Joined:
    Dec 15, 2014
    Posts:
    10
    Update 01/13/2023
    • Initial implementation for tick-based (real-time) usage
    • Sample of action and recast mechanic
     
  3. daleth90

    daleth90

    Joined:
    Dec 15, 2014
    Posts:
    10
    Update 06/06/2023
    v0.9

    • Icons & USS
    • Organized projects and include samples
    • Able to create ability pools
    • Support multiple flows and multiple entry nodes
    • Way to implement custom stat refresh rule
    • Reduce GC issue (For now, about 40B per ability run from Context allocation)