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World Craft Graph — Reactive Node-Based Crafting for Unity preview
Unity

World Craft Graph — Reactive Node-Based Crafting for Unity

By Obeder's Team

$38.99

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: $27.29. The latest store price is $38.99.

Recorded prices for World Craft Graph — Reactive Node-Based Crafting for Unity 4 price observations from Jun 22, 2026 to Oct 31, 2026. Lowest recorded price $27.29. Exact dates and prices are listed below. $0.00 $19.50 $38.99 Jun 22, 2026: $38.99. Unity First Price 2026-06-22 2026-06-29 Jun 22, 2026: $27.29. Unity New Release Discount 2026-06-22 2026-07-06 Jun 22, 2026: $27.29. Unity New Release Discount 2026-06-22 2026-07-06 Oct 31, 2026: $38.99. Latest store price Jun 22, 2026 Oct 31, 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
$38.99Latest store price
$27.29Unity New Release Discount 2026-06-22 2026-07-06
$27.29Unity New Release Discount 2026-06-22 2026-07-06
$38.99Unity 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
World Craft Graph turns crafting from a menu interaction into a physical world event. The player doesn't open an interface — they hit, crush, heat, combine. As a developer, you describe the rules of those transformations as a visual graph, without writing a single line of code.

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.

Unity price last checked .

Prices and availability may change.