Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-09-17 2026-09-17 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About 2D Platformer Toolkit Free
- Tools, Systems & Learning > Game Templates & Systems
- Theme > Retro & Arcade
- Art & Visuals > 2D
- Art & Visuals > UI & GUI
The heart of the package is a character controller tuned like the genre's best: a designer-friendly jump model (set jump height and time-to-apex — gravity is derived for you), coyote time, jump buffering, variable jump height, apex hang-time, snappy turn acceleration, corner correction, wall slide & wall jump, dash, crouch, ladder climbing, one-way platform drop-through, squash & stretch and invulnerability flicker. Every assist can be toggled and tuned in the inspector.
Around it you get complete gameplay systems: health & contact damage with knockback, hit-stun and freeze-frames; stompable walking and flying enemies; coins, keys and health pick-ups; checkpoints with automatic respawn; moving, falling and one-way platforms; springs, kill zones, locked doors, projectile turrets, level exits, a follow camera, pause handling and a ready HUD (coin counter + heart display).
Fully customizable and built to be extended. Every value is exposed with tooltips, every system fires UnityEvents (hook up sounds and particles without code) plus C# events for programmers. Clean namespaced API, XML-documented, in its own assembly definition. The Collectible base class and IDamageable interface make new pick-ups and damage sources a few lines of code.
Ideal for classic action platformers, GBA-style games, metroidvanias and precision platformers — but the motor is input-agnostic, so AI characters and cutscenes can drive it too.
Includes a playable demo level exercising every component, a Getting Started guide with recipes, and first-party pixel-art sprites. Demo terrain art by Kenney (CC0, licence included). No third-party dependencies.