Ultra Game Core
Rated 0.0/5 from 1 ratings on Unity.
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: $30. The latest store price is $30, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $30 | Latest store price | |
| $30 | Unity First Price 2026-06-20 2026-06-27 |
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 Ultra Game Core
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Theme > Military & Combat
- Art & Visuals > UI & GUI
Key Systems
1. Locomotion & Prediction
- Multiple movement styles (Adventure, Combat, Tank, TopDown) switchable per character.
- Hybrid server authoritative + client prediction: circular state/input buffers, reconciliation, residual or direct smoothing strategies.
- Adaptive latency bias (jitter-responsive) + extrapolation for remote clients.
2. Camera Framework
- Orbit / follow camera with obstacle avoidance, shoulder swapping, pitch/yaw limits.
- Vehicle / seat pivot handoff, shake modulation, distance & collision search tuning.
- Aim assist & crosshair UI integration (dead-zone, LOS, distance falloff).
3. Inventory & Weapons
- Networked inventory with weapon banks, clip restore policies, pickups (units, health, items).
- Distinct weapon ordering, primary weapon logic, removal on depletion, tracer & projectile support.
- JSON persistence option for state (editor tooling provided).
4. Ability System
- Modular ability base class (e.g. Jump, SpeedChange, InventoryInteract, ItemDropper).
- Supports cast variants (ray/sphere/capsule), runtime force impulses, interaction gating.
5. Seating / Vehicle Addon (optional, included)
- Board/Seat management (multi-seat vehicles, IK hand/feet link roots, camera overrides).
- Moving platform attach/detach with grace period, yaw follow, wheel/physics sync.
- Integration with car controllers (RCCP, predictive car demos).
6. Game Modes Addon (optional, included)
- Deathmatch managers (teams, damage callbacks, scoring).
- Spawning coordinators, match lifecycle, name tags, scoreboard UI.
7. Animation & IK
- Network animator predicted layer.
- IK controller for hands, feet, look targets; selective bone engagement when not facing target.
- Ragdoll / model handler hooks and state presets.
8. UI Monitors
- Crosshairs, health, inventory interaction, scoreboards, messages, damage direction indicators, chat.
- Signal-driven updates via lightweight dispatcher (decoupled architecture).
9. Networking Backbone
- Uses Unity Netcode for GameObjects (RPCs, NetworkVariables).
- TickManager integration for deterministic timing.
- Latency sampling, jitter statistics, adaptive smoothing.
10. Extensibility & Events
- State system (StatePreset / blockers) enabling layered behavior & conditional overrides.
- Inspector-driven tuning: movement speeds, gravity multipliers, fall behavior, prediction/extrapolation thresholds, reconciliation ratios, smoothing Tau, adaptive jitter bounds, camera collision search, aim angle gates, magnetism, LOS layers, push force modes.
- Easily swap movement style or camera constraints per prefab or at runtime.
- Extend abilities by inheriting AbilityBase (custom targeting, cast geometries).
- Add new weapon types by deriving from ShooterBase / CharacterWeapon.
- Replace or augment UI via existing monitors or your own signal listeners.
- Vehicle seating can be expanded (custom seat camera pivots, IK link roots, per-seat restrictions).
- Modular add-ons (Seating Controller, Game Modes) can be included or omitted—Base stays lightweight.
- Platform attachment logic can be reused for elevators, ships, trains with minimal code changes.
- Latency handling parameters (bias ranges, sample capacity, smoothing time) adjustable for different net conditions or genre pacing.
Suitable Genres
- Third-Person Shooter / Tactical Shooter
- Action Adventure / Narrative
- Vehicle Combat & Racing (with Seating add-on)
- Survival / Extraction
- Arena & Hero Shooter prototypes
- Action RPG (extend abilities, inventory, stats)
- Co-op PvE or PvP Hybrids
- Sandbox / Simulation with character & vehicle interplay
Why It Helps
- Eliminates months of groundwork: prediction, smoothing, camera, inventory, abilities, seating, spawning, UI.
- Scales from prototype to production: swap movement styles, add vehicles, enable game modes without refactoring core.
- Clean separation via signals & state objects facilitates feature gating, testing, and modular packaging.
- Robust handling of latency & jitter improves feel in real multiplayer sessions.
Integration Notes
- Drop character prefab with locomotion + camera + inventory.
- Enable or disable addons via scripting symbols or assembly definitions.
- Adjust reconciliation strategy (DirectSmooth vs ResidualInject) to match gameplay tolerance for snap vs drift.
- Use provided editor tooling (inspectors, windows) for bank definitions, inventory JSON, seat setup.
Asset Store Positioning
- Positioned as a mid/high-level systems layer (not just a controller script).
- Encourages extension rather than fork—APIs stable, signals reduce direct dependency.
- Addons decouple niche features (vehicles, modes) from core runtime for performance/minimal footprint.
UltraGameCore is a flexible, deeply tunable multiplayer character & gameplay foundation suited for shooters, action, vehicle and hybrid genres, emphasizing prediction quality, modular extension, and rapid feature layering through clean event and state abstractions.