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.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $49.99 | Latest store price | |
| $49.99 | Unity Permanent Decrease 2026-09-09 2026-09-16 | |
| $99.99 | Unity 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
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.