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Smart Stats System preview
Unity

Smart Stats System

By RealCut

$39.99

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: $27.99. The latest store price is $39.99.

Recorded prices for Smart Stats System 4 price observations from Sep 3, 2026 to Nov 4, 2026. Lowest recorded price $27.99. Exact dates and prices are listed below. $0.00 $20.00 $39.99 Sep 3, 2026: $27.99. Unity New Release Discount 2026-09-03 2026-09-17 Sep 3, 2026: $27.99. Unity New Release Discount 2026-09-03 2026-09-17 Sep 3, 2026: $39.99. Unity First Price 2026-09-03 2026-09-03 Nov 4, 2026: $39.99. Latest store price Sep 3, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$39.99Latest store price
$39.99Unity First Price 2026-09-03 2026-09-03
$27.99Unity New Release Discount 2026-09-03 2026-09-17
$27.99Unity New Release Discount 2026-09-03 2026-09-17

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 Smart Stats System

  • Tools, Systems & Learning > Development Tools & Automation
Every number in your game comes from somewhere. Attack is 46 because the character has 20 base, an iron sword adds 20, and Rage adds 15%. Most stat systems can compute that number. Almost none can tell you afterwards where it came from.
Smart Stats System is built the other way around. The breakdown is not a debug feature bolted on top, it is produced by the calculation itself, every time.
Ask a stat for its value and you get a number. Ask it for its breakdown and you get every stage, every modifier, every source, and exactly what each one contributed.
THE ORDER PROBLEM
A +15% buff and a +20 sword do not commute. Apply the percentage first and the sword never gets buffed - the number is wrong, and nothing tells you. Which one happens first is a design decision, and most stat assets leave it to whatever order things happened to be added in.
Here it is fixed and documented: base, then flat, then percent-add, then percent-multiply, then override, then clamp. Same inputs, same result, always, no matter what order you added them in or which frame they arrived on.
WHAT YOU GET
- Stats with deterministic modifier stacking and live, readable breakdowns.
- Derived stats. Max Health = Constitution x 10, recalculated when anything underneath it moves, with cycle detection that prints the path it found.
- Resources - health, mana, stamina - with maximums driven by stats, so a health bar can explain its own capacity. Regeneration, limits, and a record of what happened: the potion says 30, the bar moved 12, and here is why.
- Timed effects with four stacking policies and optional pulses, so poison ticks a resource on its own clock. Stacks are real copies of the modifiers, not a number multiplied by a count, so three stacks of x1.2 are x1.728.
- Save and load. Base values, resource balances, and live effects including remaining time and stack counts. Loading returns a report that names anything it could not restore instead of failing silently.
- Authoring in the Inspector. Build a derived stat as a row of steps and the inspector prints both the formula it produced and the number it gives you right now - without entering Play mode.
- Validation before Play. One window walks every character in your open scenes, including disabled ones, and tells you what is wrong in a full sentence.
- Two connectors. Equipment as a named bundle of modifiers that attaches and detaches cleanly, and stat requirements that return a reason rather than a bool - including the full breakdown of the number that fell short.
NO DEPENDENCIES
No packages to install, no third-party libraries, no art, no fonts, no render pipeline requirement. The core is plain C# with no reference to UnityEngine at all, which is why the entire system can be verified without entering Play mode - and why your CI can run it.
ON TESTING
403 tests ship inside the package. Every code example in the documentation is one of them: if a snippet in the manual says the answer is 46, there is a test asserting 46. Import the package, open the Test Runner, and run them yourself on day one.
WHAT THIS IS NOT
Not a combat system. It computes numbers; it does not decide how damage is applied. Not an RPG kit, not an ability or skill system, not a character controller, not a UI framework. It does not own your game loop, your item data, or your save format.

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