World Craft Graph — Reactive Node-Based Crafting for 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: $27.29. The latest store price is $38.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $38.99 | Latest store price | |
| $27.29 | Unity New Release Discount 2026-06-22 2026-07-06 | |
| $27.29 | Unity New Release Discount 2026-06-22 2026-07-06 | |
| $38.99 | Unity First Price 2026-06-22 2026-06-29 |
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 World Craft Graph — Reactive Node-Based Crafting for Unity
- Tools, Systems & Learning > Development Tools & Automation
The idea
Drop three stones next to each other. Hit them with a sledgehammer. If the conditions match, the stones disappear and a stone slab appears in their place. This isn't a hand-written script. It's a graph of rules that fires because the world dispatched an impact event, the system found a matching recipe, and applied it.
That's how all crafting works in World Craft Graph: rules instead of recipes, the world instead of menus, events instead of buttons.
Features
- Visual graph editor. A full node editor with node categories, search, validation, and clear execution tracing.
- Event-driven architecture. Impact, tool use, placement, heating, crushing, mixing, ignition, timers, custom events — all extensible.
- Flexible item model. ScriptableObject definitions, runtime components, dynamic properties, timed states, tags.
- Rich node palette. Queries, filters, conditions, logic, modifiers, actions, outputs — everything needed for non-trivial recipes.
- Conflict resolution. When multiple graphs match an event, the system picks by priority or specificity — strategies are extensible.
- Extensibility API. Add your own event, condition, modifier and action nodes without touching the core.
- Debugging out of the box. Execution tracing answers: which graph ran, why, where it failed, which items were selected.
- Demo scenes and ready-made recipes. Stone slab, herb powder, primitive axe and more.
Who it's for
- Survival and crafting games where crafting is an action in the world, not a journal entry.
- Immersive sims where items react to tools and physics.
- Sandboxes where players discover recipes through experimentation.
- Any project where the game designer needs to author rules directly, without a programmer in the loop.
It's a focused rule-based world transformation system — built for one job and built to do it at a level that usually takes months of custom code.