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Fuzzy Brain preview
Unity

Fuzzy Brain

By logicandchaos

$29.99

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: $19.98. The latest store price is $29.99.

Recorded prices for Fuzzy Brain 5 price observations from Aug 19, 2026 to Nov 5, 2026. Lowest recorded price $19.98. Exact dates and prices are listed below. $0.00 $20.00 $39.99 Aug 19, 2026: $19.98. Unity New Release Discount 2026-08-19 2026-09-02 Aug 19, 2026: $19.98. Unity New Release Discount 2026-08-19 2026-09-02 Aug 19, 2026: $39.99. Unity First Price 2026-08-19 2026-08-19 Oct 15, 2026: $29.99. Unity Permanent Decrease 2026-10-15 2026-10-22 Nov 5, 2026: $29.99. Latest store price Aug 19, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 5 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$29.99Latest store price
$29.99Unity Permanent Decrease 2026-10-15 2026-10-22
$39.99Unity First Price 2026-08-19 2026-08-19
$19.98Unity New Release Discount 2026-08-19 2026-09-02
$19.98Unity New Release Discount 2026-08-19 2026-09-02

Sale and bundle history

The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Fuzzy Brain

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
FuzzyBrain replaces hand-written if/else chains and boilerplate state machines with a clean, prioritised list of Acts — each one guarded by reusable Condition assets. Drop an Actor component onto any GameObject, open the FuzzyBrain Window, and wire behaviours directly to UnityEvents. No base classes. No code required for the baseline setup.
How it works Each Actor holds a ScriptableActivityList — an ordered stack of Acts. Every tick the system walks the list and fires the first Act whose Conditions all pass (FSM mode), or every matching Act (FuSM mode). Acts are sorted automatically by specificity: more conditions means higher priority, so the most precise behaviour always wins without manual ordering.
Key features
Data-driven from the ground up — Conditions and Acts are ScriptableObject assets reusable across any number of actors and scenes
FSM and FuSM modes — exclusive states or layered multi-system reactions from the same condition set
Nine built-in 2D conditions covering ground detection, wall detection, falling, idle, cooldowns, and randomisation
Zero-allocation evaluation — ActContext caches component lookups and deduplicates condition results per tick
IGizmoDrawable — spatial conditions draw their query volumes in the Scene view, colour-coded green/red at runtime
Act cooldowns and idle detection built in — wire them without writing a single line of code
Optional FuzzyBrainManager batches evaluations across staggered time buckets for large NPC crowds
Full editor toolset: FuzzyBrain Window, Act Wizard, Condition Wizard, Quick Condition Generator, and Project Settings page
Extend with custom conditions by subclassing Condition — the component is resolved from a cache, never via GetComponent in the hot path

Unity price last checked .

Prices and availability may change.