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: $37.50. The latest store price is $75.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $75 | Latest store price | |
| $75 | Unity First Price 2026-08-04 2026-08-04 | |
| $37.50 | Unity New Release Discount 2026-08-04 2026-08-18 | |
| $37.50 | Unity New Release Discount 2026-08-04 2026-08-18 |
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 Combat Combo System
- Tools, Systems & Learning > Development Tools & Automation
- Theme > Military & Combat
A visual combo-authoring toolkit for Unity developers building action games, fighting systems, RPG combat, hack-and-slash mechanics, ability chains, or combo-heavy character systems. Instead of hiding combo logic inside scattered scripts, animation events, and hard-coded chains, the tool gives you a structured graph workflow. Create moves, connect transitions, define timing windows, assign animation states, attach combat payloads, validate unsafe routes, then sync the graph into runtime data your game can execute. It is built for developers who want cleaner combo logic, safer runtime customization, and a better way to manage attack chains as their combat system grows.
Core Features:
- Visual combo graph authoring through a dedicated editor window, powered by NodeGraphProcessor with legacy GraphView support.
- Runtime combo execution via ComboGraph, ComboMove, and ComboTransition data structures, managed by ComboManager for playback, timing, buffering, and animation flow.
- Combo moves, transitions, timing windows, buffered inputs, context keys, and conditional transition rules for grounded, airborne, locked, or game-state-based states.
- Player Combo Forge for controlled runtime customization, letting players build or adjust approved routes while developers retain control over damage, locked moves, hidden moves, and safety limits.
- Safe overlay system for player-created combo routes, with validation, persistence, and share/import support.
- Runtime ComboLab UI foundations and Prompt HUD support for player-facing combo editing and input feedback.
- Combat attack profiles with damage, stun, knockback, launch, VFX, SFX, hit timing, and perfect timing rules with timing rewards.
- Combat payload components including hitboxes, hurtboxes, health, damage receivers, projectiles, and spawn profiles.
- Input support through logical combo actions and input profiles, with seamless legacy and New Input System integration.
- Animator Controller move import utility to quickly turn animator states into combo move entries.
- Accessibility profile for input leniency, chord relaxation, timing forgiveness, and feedback events.
- Combo juice and feedback dispatching through dedicated profiles, with rigging cue support for animation rigging-style combat feedback.
- Runtime pooling helpers for combo-spawned objects.
- Sample and demo generators for 2D, 3D, Player Forge, locked moves, air combos, branching combos, transition debugging, projectile moves, prompt HUD flows, manual input, passive auto combos, buffered combos, hold-charge combos, and pressure/flurry examples.
- Validation and sanity-checking tools for broken links, unsafe routes, missing data, and risky setups.
- Offline HTML documentation including a manual, field reference, integration checklist, troubleshooting guide, and production workflows.
Player Combo Forge:
Expose approved combo customization to players without letting them rewrite the dangerous parts of your combat system. Developers keep control over damage, locked moves, hidden moves, attack profiles, asset references, safety limits, and import rules. Players can build or adjust allowed routes inside the boundaries you define, making it ideal for games with unlockable moves, training rooms, player-made combo styles, build-crafting systems, or controlled sharing/import workflows.
Combat Payloads:
Combo moves can carry gameplay meaning, not just animation names. Attack profiles can include damage, hit timing, knockback, launch behavior, stun, block/parry values, hitbox data, projectile data, spawn data, VFX, SFX, and development notes, keeping your combo system readable, testable, and easy to expand.
What This Asset Is Not:
Infinity Combo Editor is not a full game template, not a character controller replacement, not an AI combat brain, and not a one-click fighting game generator. It provides the graph, runtime structure, validation tools, sample workflows, and safe Player Forge foundation. Your own game still controls the final controller, enemies, UI, balancing, save system, and production tuning.
Compatibility:
Officially supported on Unity LTS versions with recommended support for both legacy and New Input System workflows. The package includes NodeGraphProcessor bundled locally under its own MIT license notice.
Core Features:
- Visual combo graph authoring through a dedicated editor window, powered by NodeGraphProcessor with legacy GraphView support.
- Runtime combo execution via ComboGraph, ComboMove, and ComboTransition data structures, managed by ComboManager for playback, timing, buffering, and animation flow.
- Combo moves, transitions, timing windows, buffered inputs, context keys, and conditional transition rules for grounded, airborne, locked, or game-state-based states.
- Player Combo Forge for controlled runtime customization, letting players build or adjust approved routes while developers retain control over damage, locked moves, hidden moves, and safety limits.
- Safe overlay system for player-created combo routes, with validation, persistence, and share/import support.
- Runtime ComboLab UI foundations and Prompt HUD support for player-facing combo editing and input feedback.
- Combat attack profiles with damage, stun, knockback, launch, VFX, SFX, hit timing, and perfect timing rules with timing rewards.
- Combat payload components including hitboxes, hurtboxes, health, damage receivers, projectiles, and spawn profiles.
- Input support through logical combo actions and input profiles, with seamless legacy and New Input System integration.
- Animator Controller move import utility to quickly turn animator states into combo move entries.
- Accessibility profile for input leniency, chord relaxation, timing forgiveness, and feedback events.
- Combo juice and feedback dispatching through dedicated profiles, with rigging cue support for animation rigging-style combat feedback.
- Runtime pooling helpers for combo-spawned objects.
- Sample and demo generators for 2D, 3D, Player Forge, locked moves, air combos, branching combos, transition debugging, projectile moves, prompt HUD flows, manual input, passive auto combos, buffered combos, hold-charge combos, and pressure/flurry examples.
- Validation and sanity-checking tools for broken links, unsafe routes, missing data, and risky setups.
- Offline HTML documentation including a manual, field reference, integration checklist, troubleshooting guide, and production workflows.
Player Combo Forge:
Expose approved combo customization to players without letting them rewrite the dangerous parts of your combat system. Developers keep control over damage, locked moves, hidden moves, attack profiles, asset references, safety limits, and import rules. Players can build or adjust allowed routes inside the boundaries you define, making it ideal for games with unlockable moves, training rooms, player-made combo styles, build-crafting systems, or controlled sharing/import workflows.
Combat Payloads:
Combo moves can carry gameplay meaning, not just animation names. Attack profiles can include damage, hit timing, knockback, launch behavior, stun, block/parry values, hitbox data, projectile data, spawn data, VFX, SFX, and development notes, keeping your combo system readable, testable, and easy to expand.
What This Asset Is Not:
Infinity Combo Editor is not a full game template, not a character controller replacement, not an AI combat brain, and not a one-click fighting game generator. It provides the graph, runtime structure, validation tools, sample workflows, and safe Player Forge foundation. Your own game still controls the final controller, enemies, UI, balancing, save system, and production tuning.
Compatibility:
Officially supported on Unity LTS versions with recommended support for both legacy and New Input System workflows. The package includes NodeGraphProcessor bundled locally under its own MIT license notice.