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: $4.99$499. The latest store price is $9.99$999.
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 check
Price
Observation
$9.99$999
Latest store price
$9.99$999
Unity Permanent Increase 2026-10-16 2026-10-23
$4.99$499
Unity First Price 2026-09-04 2026-09-04
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 Quick Combat Feedback Pro - Hit Stop, Screen Shake & Damage Numbers
Tools, Systems & Learning > Development Tools & Automation
Theme > Military & Combat
Combat feel is tuned by feel, and every tweak costs you a Play-mode round trip. Change the punch, press Play, wait for the domain reload, walk to the enemy, swing, squint, decide it was wrong, go back. Twenty times an hour. Quick Combat Feedback Pro puts the whole thing inside an editor window. Damage numbers fly, the game freezes on the hit, the camera kicks and the target flashes — all animating in the window while you drag the sliders. No Play mode. No domain reload between two tweaks. Drag Punch while numbers are still in the air and they change under your hand. The preview is not an approximation of the runtime. It calls the exact same FeelMath functions your build calls, so what you tune is what ships. Even the scale-and-opacity curve drawn in the panel is sampled from that same code rather than redrawn by hand. WHAT YOU GET: Live in-editor preview — numbers, hit stop, screen shake, target flash and the stacking rules, all animating off EditorApplication.update. Play mode is optional, not the workflow. Damage numbers that read — four motion paths (rise, arc, burst, drift), a punch-then-settle scale curve, outline, per-hit-kind colour and size, prefixes and words like MISS or BLOCKED. Hit stop — the freeze that makes a hit land. It scales with damage, so a chip hit taps and a finisher stops the world, and it is capped at your full-strength damage so a 9999 crit cannot lock the game up. Runs on unscaled time and restores your previous timeScale rather than stomping it to 1. Screen shake with trauma — squared falloff, positional and roll, composed on top of your own camera-follow code by removing last frame's offset before adding this frame's. Per-hit-kind multipliers, so a heal never shakes. Target flash — sprites, meshes and uGUI graphics, through MaterialPropertyBlock, with the original colours restored afterwards. No material instances leaked into your scene. Smart stacking and merging — rapid hits on the same target fan out instead of overlapping, and hits inside the merge window add into the number already on screen. A 12-hit combo reads as one growing total instead of twelve labels fighting for the same pixels. Five genre presets — Arcade, Souls, Fighting, Idle RPG and Minimal. Each one starts from the same baseline and overrides what makes it different, so switching between them can never leave a stale slider behind. Pooled and allocation-free — labels are reused, nothing is instantiated per hit, and the overlay canvas is created for you on first use if you have not made one. Pure-C# core — FeelMath is static, deterministic and MonoBehaviour-free. Call it from your own VFX, your own UI, your own tools. No prefabs, no textures — every sprite is generated at runtime. Nothing to re-link, nothing to break when you upgrade. INTEGRATION IS ONE LINE: using Krykftn.QuickCombatFeedbackPro; CombatFeedback.Damage(enemy.position, 240f); CombatFeedback.Critical(enemy.position, 932f, follow: enemy); CombatFeedback.Heal(player.position, 45f); CombatFeedback.Miss(enemy.position); Or drive the pieces yourself: director.Show(worldPosition, amount, CombatHitKind.Blocked, follow: enemy); director.AddTrauma(0.6f); director.Freeze(0.08f); No prefab to place, no canvas to build, no manager to wire.
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