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 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price |
About Flexy.AssetRefs
- Tools, Systems & Learning > Development Tools & Automation
Flexy.AssetRefs provides an efficient way to indirectly reference assets and scenes, offering a cleaner alternative to Unity Addressables. It focuses solely on asset referencing, allowing full control over how assets are loaded at runtime without enforcing specific bundling or loading methods. Designed for flexibility, Flexy.AssetRefs is easy to use from the prototyping stage. It is well-suited for small projects where Addressables can create more issues than they solve and easily expand to more complex systems later. Key Strengths: It is Open Source. Fast: pure struct based. ECS-Compatible: because it is struct. Customisable: load methods can be totally replaced. GDD Friendly: store asset references directly inside GameDesignData. Asset Loader can be totally replaced (Bundles, Addressables, Custom, ...). Editor-Friendly: works seamlessly in the Editor without extra setup. SceneRef: allows loading scenes in the editor without adding to Build Settings. Toggle runtime/editor behavior with simple menu item click. Clean Inspector: looks like regular asset reference. Production-Proven: used in released games since 2019. Minimal Inspector Clutter: Looks like regular reference in inspector. Does not clutter GO inspector. Only one simple file in project to collect necessary data for runtime. Customisable Loading flow: Resources - store and load all content on demand using Unity Resources API. ContentDirectory (Unity 6.6) - build directory and load from it (ready to use BuildContentDirectory pipeline task for this). Any Custom solution like Addresables, Flexy.Bundles or home made solution. Flexy.AssetRefs is: Modular and Simple to use: we separate the reference system from complex asset bundles bundling and downloading. Flexy.AssetRefs focuses only on asset references for on-demand loading. Flexy.Bundles adds bundles building and downloading capabilities. This modular approach avoids the complexity of a heavy solution like Addressables. Easily Extendable: asset loading methods is C# extension methods, which means that users have flexibility to define their own loading methods with any indirections, additional checks or better knowing used loading backend. Double Easily Extendable: asset loading done through AssetLoader instance that is backend for loading any ref and can be replaced with your own implementation. It is only 5 virtual methods to implement. Already Used in Games like: Sniper League, Animals Happy Run, Cyberstrike and Combat Master. In production on platforms: iOS, Android, Windows, Linux, Mac.