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: $34.29. The latest store price is $49.
View 5 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $49 | Latest store price | |
| $34.29 | Unity New Release Discount 2026-08-25 2026-09-08 | |
| $34.29 | Unity New Release Discount 2026-08-25 2026-09-08 | |
| $34.29 | Unity New Release Discount 2026-08-25 2026-09-08 | |
| $49 | Unity First Price 2026-08-25 2026-08-25 |
Sale and bundle history
The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About TargetTalk TT
- Tools, Systems & Learning > Development Tools & Automation
Design motion with gizmos and values — no code, no animation.
TargetTalk (TT) is a Unity system for building projectile and flight choreography without writing code or authoring animation clips. Drag a preset into your scene, shape its trajectory with gizmos, tune the values in the Inspector — that's all it takes.
It doesn't replay a fixed path. It talks to its environment.
Most motion tools just play back a route you drew in advance. TT's motion holds a real-time conversation with your running game.
Automatically responds every frame as the target moves or the distance changes
Keeps tracking, waiting, curving, and timing intact — while still honoring its arrival accuracy (the promised hit) to the very end
So the same preset moves differently in every situation, as if it were alive.
One system, this much choreography
Hovering missiles · throws · magic orbs · arcs · boomerangs · spirals · chains · pets (companions) · flight AI · multi-agent behavior
It's not a tool for adding more weapon types — it's a tool for designing behavior.
Three pillars
1. Adaptive Motion
Even as a target's position and distance change, TT self-corrects its tracking, curves, and timing. The hit it promises at the moment of firing is kept, no matter how the environment shifts.
2. Intuitive Design
Shape trajectories with gizmos while watching them with your own eyes, then refine with values. No Play Mode, no compile waits — see results instantly in the editor. Even artists who don't code can finish their motion by hand.
3. AI-Assisted Authoring
An AI Learning Document ships with the package. Feed it to an LLM like ChatGPT or Claude, and it translates natural-language requests — "a projectile that hovers around a flower like a bee, then leaves again" — into TT parameter combinations. A new workflow for designing motion through text.
What's included
84 preset prefabs (2D · 2.5D · 3D)
47 production resources (Trail · Hit · Muzzle)
2D / 2.5D / 3D demo scenes included
23-language localized Inspector
Built-in RP · URP both supported
AI Learning Document bundled
Motion isn't code — it's a feel in the hands.
TargetTalk was built to carry an artist's intent straight into the running game, frame for frame, without a programmer translating it into code. Every parameter, every default, every preset has been hand-tuned.
TargetTalk (TT) is a Unity system for building projectile and flight choreography without writing code or authoring animation clips. Drag a preset into your scene, shape its trajectory with gizmos, tune the values in the Inspector — that's all it takes.
It doesn't replay a fixed path. It talks to its environment.
Most motion tools just play back a route you drew in advance. TT's motion holds a real-time conversation with your running game.
Automatically responds every frame as the target moves or the distance changes
Keeps tracking, waiting, curving, and timing intact — while still honoring its arrival accuracy (the promised hit) to the very end
So the same preset moves differently in every situation, as if it were alive.
One system, this much choreography
Hovering missiles · throws · magic orbs · arcs · boomerangs · spirals · chains · pets (companions) · flight AI · multi-agent behavior
It's not a tool for adding more weapon types — it's a tool for designing behavior.
Three pillars
1. Adaptive Motion
Even as a target's position and distance change, TT self-corrects its tracking, curves, and timing. The hit it promises at the moment of firing is kept, no matter how the environment shifts.
2. Intuitive Design
Shape trajectories with gizmos while watching them with your own eyes, then refine with values. No Play Mode, no compile waits — see results instantly in the editor. Even artists who don't code can finish their motion by hand.
3. AI-Assisted Authoring
An AI Learning Document ships with the package. Feed it to an LLM like ChatGPT or Claude, and it translates natural-language requests — "a projectile that hovers around a flower like a bee, then leaves again" — into TT parameter combinations. A new workflow for designing motion through text.
What's included
84 preset prefabs (2D · 2.5D · 3D)
47 production resources (Trail · Hit · Muzzle)
2D / 2.5D / 3D demo scenes included
23-language localized Inspector
Built-in RP · URP both supported
AI Learning Document bundled
Motion isn't code — it's a feel in the hands.
TargetTalk was built to carry an artist's intent straight into the running game, frame for frame, without a programmer translating it into code. Every parameter, every default, every preset has been hand-tuned.