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Gameplay Ability Toolkit preview
Unity

Gameplay Ability Toolkit

By FangLiu Dong

$49.99

Rated 0.0/5 from 1 ratings on Unity.

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: $49.99. The latest store price is $49.99, matching the lowest recorded price shown here.

Recorded prices for Gameplay Ability Toolkit 3 price observations from Aug 10, 2026 to Nov 4, 2026. Lowest recorded price $49.99. Exact dates and prices are listed below. $0.00 $50.00 $99.99 Aug 10, 2026: $99.99. Unity First Price 2026-08-10 2026-08-10 Sep 9, 2026: $49.99. Unity Permanent Decrease 2026-09-09 2026-09-16 Nov 4, 2026: $49.99. Latest store price Aug 10, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 3 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$49.99Latest store price
$49.99Unity Permanent Decrease 2026-09-09 2026-09-16
$99.99Unity First Price 2026-08-10 2026-08-10

Sale and bundle history

The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Gameplay Ability Toolkit

  • Audio > Sound Effects & Ambience
  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Military & Combat
  • Art & Visuals > UI & GUI
Gameplay Ability Toolkit is a UE GAS-inspired gameplay framework for Unity developers who want a clean, reusable way to build complex gameplay systems without hard-coding every rule from scratch.

Use it to define abilities, effects, attributes, tags, costs, cooldowns, targeting, animation timing, gameplay cues, and feedback as flexible building blocks. It works well for combat systems, but it is not limited to combat or RPGs. You can use the same foundation for skills, items, interactions, AI actions, upgrades, status rules, resources, puzzles, progression, and simulation logic.

Build Gameplay as Data

Create abilities and effects as ScriptableObject assets
Reuse definitions across characters, enemies, items, and systems
Keep gameplay logic modular, testable, and easier to extend

Core Systems Included

Abilities with runtime instances
Gameplay effects: instant, duration, infinite, periodic, stacking, overflow, and conditional
Attributes with clamping, derived values, and change hooks
Gameplay tags and tag queries for rule-driven behavior
Costs, cooldowns, input triggers, event triggers, and commit policies
Gameplay cues for decoupled visual/audio/gameplay feedback
Targeting tools, shape tracing, ground AOE indicators, and multi-target flows

Powerful Montage System

Montage-style animation authoring for ability timing and action flow
Define windup, active, recovery, combo, cancel, and event windows
Drive hit detection, projectiles, cues, movement, gameplay events, and ability tasks from timed sections
Works with the built-in Unity animation driver, with optional support for Animancer and Game Creator workflows

Game Creator Integration

Optional integration modules for Game Creator
Connect abilities, effects, tags, targeting, melee, hit reactions, dodge logic, and visual scripting workflows
Use Gameplay Ability Toolkit systems alongside Game Creator characters, actions, instructions, and combat-style behaviors
Keep the core framework independent while enabling deeper Game Creator-based projects when needed

Editor and Runtime Tools

Editor dashboard and quick setup tools
Ability/effect authoring helpers
Tag analyzers and debug views
Runtime UI helpers for ability bars, effects, status bars, floating numbers, and event logs

Example Content

Arena demo: a complete playable combat slice
Training demo: a sandbox for testing abilities
Example abilities, effects, attributes, tags, cues, UI, VFX, SFX, enemies, montage assets, and documentation

Customizable by Design

Create your own ability types, effects, attributes, tags, target collectors, cues, montages, UI, and editor workflows
Use the demos as learning material, templates, or remove them from your final project
Adapt the framework to your own genre, rules, and gameplay style

Designed for single-player gameplay systems. Multiplayer replication, prediction, and server-authoritative ability flow are currently outside the scope of this release.

Unity price last checked .

Prices and availability may change.