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: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price | |
| $9.99 | Unity First Price 2026-09-04 2026-09-04 |
Sale and bundle history
The 1 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 Crafting Pro - Crafting System
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > UI & GUI
It also does something no other crafting asset does. It reads your recipe data back and tells you what is wrong with it.
WHY THE AUDIT MATTERS
Crafting bugs are not code bugs. They are data bugs, and they hide because every recipe looks reasonable on its own.
Pack 4 ingots into a block. Unpack a block into 5 ingots. Both recipes are fine. Together they are an infinite money loop, and a player will find it on day one.
Quick Crafting Pro follows every craft-and-craft-back round trip and multiplies the yield ratios around it. A result above 1.00 means the loop hands back more than it took. When a recipe on the way round also spends something else, the loop is reported as the conversion it is, and an even trade such as 9 ingots to a block and back is left alone. The audit prints the loop, the multiplier and the recipes involved.
It finds the rest of the family too:
- Items used as an ingredient that no recipe produces and nothing marks as raw, so the player can never get one
- Chains that close into a loop, printed as the loop: Glue to Resin to Glue
- Recipes that return more of their own input than they consume
- Recipes that can never succeed, recipes that make something out of nothing
- Duplicate ids, which matter because saves are keyed on the id
- Station tags that differ only by case
- The full raw-material bill, craft count and total time behind every craftable item
Every number is computed from the recipes themselves, never copied from a setting. That is the only reason the report can disagree with what you believed, and disagreeing is the point.
CRAFTING THAT BEHAVES
- Sub-recipe planner: one button resolves a recipe down through its tree and queues the sub-crafts in order, tracking surplus so a recipe that yields 2 planks when 1 is needed leaves the spare in the plan
- Timed queue: cancelling refunds exactly the unit in progress, because ingredients are paid when a unit starts
- It stops loudly: a queue that cannot start says why instead of retrying in silence
- Seeded success rolls: the random source is a struct the model owns, not UnityEngine.Random, so a run replays exactly from its seed
- Byproducts, station tags, unlock gates, per-recipe success chance and consume-on-failure
- Save and resume: queue, unlocks and random state in one JSON string; a craft that was in progress resumes instead of paying twice
THE PANEL
- Searchable recipe list showing how many of each recipe you can make right now
- Ingredients measured against what your inventory actually holds, in green and red
- Queue with live progress and per-job cancel
- Five themes: Midnight, Forge, Grove, Arcane and Paper, or save your own as an asset
- Every sprite is generated, so the asset ships without a single texture file
- Built at edit time by the same code that runs at runtime, so the panel is finished before you press Play
YOUR INVENTORY STAYS YOURS
Implement ICraftInventory - Count, CanFit, Add, Remove - on any component and Quick Crafting Pro drives your own inventory. SimpleCraftInventory is the built-in implementation and the reference. No singletons. No required scene setup. The model is plain C# and can be unit tested without a scene.
ZERO DEPENDENCIES BEYOND uGUI
No TextMeshPro. No Input System. No third-party packages. If uGUI itself is missing the tool switches itself off rather than filling your console with errors, and a one-click Setup window installs it.
Verified by compiling into a bare Unity 2022.3 project: zero errors with uGUI absent, zero errors and zero warnings with it present.