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Weapon & Passive System - Complete Roguelike Framework preview
Unity

Weapon & Passive System - Complete Roguelike Framework

By Kiymet

$30

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.

Recorded prices for Weapon & Passive System - Complete Roguelike Framework 2 price observations from Jun 20, 2026 to Oct 31, 2026. Lowest recorded price $30. Exact dates and prices are listed below. $0.00 $15.00 $30.00 Jun 20, 2026: $30. Unity First Price 2026-06-20 2026-06-27 Oct 31, 2026: $30. Latest store price Jun 20, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$30Latest store price
$30Unity 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 Weapon & Passive System - Complete Roguelike Framework

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Military & Combat
Build a complete auto-attack combat system in minutes - no coding required to get started. 4 Weapon Types: Projectile (homing, boomerang, bouncing, pierce, gravity arc, spiral), Melee (orbiting objects with configurable arc, radius, and rotation speed), Area (damage zones with grow-over-time, follow-player, heal, chain reactions), Slash (directional arc sweeps aimed at the nearest enemy). Projectile Behaviors: Homing, Boomerang (spins + returns), Bouncing (ricochets between enemies), Gravity Arc (ThrowUp targeting), Split-on-impact, Explosion-on-impact. Passive Item System: 17 stat multipliers including damage, attack speed, range, projectile speed, area size, duration, move speed, health, regen, damage reduction, crit, XP, revival, and more. Stacking multiplicative model - multiple passives combine correctly. Upgrade System: Per-level stat deltas + behavior overrides + weapon evolution chains. Three rarity tiers: Common, Rare, Unique (color-coded in inspector). maxLevel = 0 for unlimited upgrades. Object Pool System: Zero Instantiate/Destroy calls in hot paths. WeaponPoolManager pools all projectiles, area effects, and slash attacks. Prewarm() support. Falls back to Instantiate/Destroy automatically if no pool is in the scene. Performance: EnemyRegistry singleton replaces FindGameObjectsWithTag - O(1) enemy lookup, no per-frame scene scans. Editor Tools: One-click Demo Scene Builder - playable scene with all 4 weapon types in seconds. Setup Wizard - visual form for creating weapons and passives without touching code. Custom WeaponData inspector with live DPS calculator and type-specific warnings. Custom PassiveItemData inspector with live percentage display and Quick Presets. Duplicate and Create Upgrade buttons for fast iteration. Integration: Clean namespace (WeaponPassiveSystem), assembly definitions, and example implementations for all dependency scripts (PlayerHealth, EnemyAI, EnemyHealth, EnemyDebuff, PlayerMovement). Drop into any 2D top-down project

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