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: $8.49. The latest store price is $16.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $16.99 | Latest store price | |
| $8.49 | Unity New Release Discount 2026-10-01 2026-10-15 | |
| $8.49 | Unity New Release Discount 2026-10-01 2026-10-15 | |
| $16.98 | Unity First Price 2026-10-01 2026-10-01 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Skill Tree Creator
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > UI & GUI
A REAL GRAPH EDITOR
Double-click a tree asset and it opens on a canvas. Right-click to create skills, drag from a port to link them, drag them into place. Multi-select, box select, group drag, snap-to-grid and search. Auto layout arranges the whole tree into layers using longest-path depth, so diamond shapes read correctly instead of collapsing.
Live validation flags skills nothing can reach, links to missing nodes, duplicate ids and blank icons - each with a button that jumps straight to the problem.
Node positions in the editor are the exact positions used at runtime. What you arrange is what the player sees.
SKILLS ARE YOURS TO WRITE
public class MaxHealthSkillNode : SkillNode {
[SerializeField] private int _healthPerRank = 20;
public override void OnUnlocked(SkillTreeContext context, int rank) {
context.GetService()?.AddMaxHealth(_healthPerRank);
}
}
That is the whole contract. The type appears in the editor's Create menu on the next compile - no registration, no list to maintain. Override GetCost for ranks that get pricier, CanUnlock for gates like quest flags or player level, GetDescription to fold live numbers into the tooltip.
Nothing in the package knows about your game, and nothing in your game has to know a skill tree exists.
BUILT FOR REAL PROJECTS
- Skills are stored as sub-assets, so a tree is one self-contained file. Duplicate it, delete it, hand it to a designer - nothing dangles.
- Progress lives in a plain C# object and is never written back into the asset, so one tree can drive several players at once.
- Saves are keyed by generated ids. Rename a skill, reorder the tree, re-link a branch - existing saves keep working. Delete a skill from a shipped tree and its points are refunded rather than the save breaking.
- Multi-rank skills, per-rank cost overrides, Any Parent and All Parents unlock rules, hidden-until-available skills, and full respec that calls back into every skill in reverse dependency order.
A UI YOU CAN USE, THEN REPLACE
It renders with no art at all: node views are generated from a style asset, so you can see a tree running the moment it is authored. Drop in your own prefab when you have one and nothing else changes.
Drag to pan, scroll or pinch to zoom, three reveal modes, a details panel and a points readout. One menu item builds the whole thing into a scene.
LEARN IT IN TEN MINUTES
A playable demo where a hero auto-fights training dummies and every skill you buy visibly changes the fight - nine example skill types, each written to show off a different override. Plus a 31-page PDF manual and in-editor documentation.
Full C# source. No DLLs, no third-party dependencies, no subscriptions.