CineGraph: Node-Based Cinematics & Cutscenes
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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: $14.99. The latest store price is $29.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $29.99 | Latest store price | |
| $29.99 | Unity First Price 2026-06-19 2026-06-26 | |
| $14.99 | Unity New Release Discount 2026-06-09 2026-06-23 | |
| $14.99 | Unity New Release Discount 2026-06-09 2026-06-23 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About CineGraph: Node-Based Cinematics & Cutscenes
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
This system transforms cutscene authoring into a highly visual, fluid workflow. Connect nodes, tweak parameters in the Inspector, and press Play. Whether you need a simple NPC dialogue or a massive boss introduction with parallel camera shakes and VFX, CineGraph provides the tools to deliver your vision with total control.
Core: Node-Based & Data-Driven Architecture
The heart of CineGraph lies in its CinematicSequence assets. Every cutscene is defined as a ScriptableObject, completely decoupling the cinematic data from your scene hierarchy. The lightweight SequencePlayer executes these graphs using Unity Coroutines, providing a stable, predictable, and highly performant execution flow.
Hybrid Actor System (Global Registry)
Stop fighting broken references when changing levels or using additive scenes! CineGraph resolves GameObject dependencies via string keys across three layers:
Local Override: Direct references injected into the SequencePlayer for scene-specific actors.
Global Registry (CinematicActorRegistry): GameObjects with a CinematicActor component auto-register dynamically. Perfect for spawned prefabs, additive scenes, or persistent singletons!
Async Resolution: Use the WaitForActor node to pause the cinematic until an actor finishes loading and registers globally.
Robust Skip System & State Management
Skipping cutscenes should not break your game state. When a player skips a cinematic, the engine instantly interrupts active coroutines and recursively processes all pending nodes, invoking ApplyFinalState(). This guarantees actors teleport to their final marks, variables update, and UI cleans up perfectly without visual glitches.
Event-Driven & Decoupled
Never hardcode your game logic into your cinematics.
Node Events: Every node exposes OnEnter, OnExit, and OnSkipped UnityEvents.
Code Subscriptions: Listen to cinematic progress from anywhere using the CinematicDirectorAPI.SubscribeToNode(guid) facade.
CinematicEventBus: Fire generic events from the graph that your quest or audio managers can listen to globally!
Pause, TimeScale & Input Control
Native support for pause menus and interruptions. The system evaluates IsPaused continuously. Set your cinematic to ignore the global Time.timeScale or let the engine drop it to zero automatically when paused, keeping your game perfectly frozen.
Transparent Localization & Integrations
Text nodes (Dialogues, Subtitles, Floating Text) use CinematicString instead of raw strings. This structure optionally integrates out-of-the-box with Unity Localization and I2 Localization. Furthermore, the asset includes seamless integrations with Noocturnal's Quest, Stats, AI, and OmniSpawn systems.
Key Features:
90+ Ready-to-use Nodes: Covering Flow Control, Camera, Actors, Audio, UI, Narrative, Game State, and Environment.
Zero-Friction Extensibility: Create custom nodes in minutes. Subclass CinematicNode, override Execute(), and the GraphView Editor will auto-discover it via reflection. No custom editor scripting required!
Global Trigger Conditions: Evaluate HasSeen, Cooldown, or PlayerPrefs variables directly before firing a cinematic via CinematicTrigger.
Live Debugging Tools: A real-time Variable Watcher and Registry Debugger let you inspect the internal state, history, and active actors without leaving Play Mode.