Action Adventure Kit View on Asset Store (opens in new tab)

Package details

Latest version
1.10.1
Last updated
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Unity version
6000.0.76 or later
Package size
32.0 MB
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Action Adventure Kit

by SoftLeitner (opens in new tab)

4.3 / 5 · 15 ratings

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A solid foundation for many commonly used systems like characters, items or persistence. Split into the AdventureCore framework and the AdventureHero/AdventureSouls demo projects.

Price $60.00

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Price history

Last 6 months

USD
Price history for Action Adventure Kit, 6 months Current $60.00; lowest $60.00; highest $60.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov Version 1.10.0 released 30 May 2026 v1.10.0 Version 1.10.1 released 4 Oct 2026 v1.10.1

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Action Adventure Kit screenshot 1

Action Adventure Kit screenshot 1

About this asset

Demos | Manual | Forum | Discord

Getting Started | Visual Scripting

Action Adventures are a very wide, loose genre with all kinds of different games and sub genres. There are some things that many of them have in common though. Lots of them focus on characters that perform actions. These might have items that change hands and attributes that define their capabilities.

AAK was made to provide a solid foundation for these common ideas within the genre so you can focus on what makes your game special.

As AAK goes for a broad base of functionality rather than something more specialized it generally tries to do anything in the most default, unity-built-in way possible. For example the movement in the souls demo uses the default unity character controller and the intro is done using timeline. To accommodate for the fact that more special systems may be required for movement, inventory, actions, … AAK was made from the ground up with extendability in mind.

The AdventureSouls demo project uses URP and various other parts of the modern unity ecosystem like the New Input System, Cinemachine and ProBuilder.

The AdventureHero demo project does all of the above and adds a focus on Visual Scripting. More complicated systems and actions are still done in code but wherever applicable Visual Scripting has been used allowing rapid iteration. This includes enemy behaviour, simple character actions, scene transitions, loot selection, idle animations and much more.

Also included in AAK is an extras project which uses assest from both demos. It contains a roguelike minigame called Adventure Arena and scenes that demonstrated how actions from one demo may be reused in the other.   

From the publisher's Asset Store listing.

Technical details

AdventureCore Framework

  • Character (Player, Enemies, …)

act as the central component that brings together all the other systems

  • Actions (Object interaction, Attacks, Cutscenes, …)

anything a character can do that might occupy it for a while

  • Items (Keys, Armor, Potions, …)

objects that are put into an inventory and may be equipped or used

  • Attributes (Vitality, Strength, …)

values that define a characters capabilities

  • Resources (Health, Endurance, …)

values that may be used up by an action or damaged somehow

  • Effects (Poisoned, Slowed, …)

additional behaviors that can be added to characters

  • Movement (CharacterController, NavMesh)

responsible for moving the character around the world

  • Persistence

saves the state of characters, environment, save games, settings, …

  • Damage (Physical, …)

damage events created from triggers or actions are passed from senders to receivers

AdventureHero Demo

  • Player Character
    • Lock-On and First Person View
    • Climbing, Block Pushing
    • Jumping, Rolling, Backflips
    • Presenting new Items
    • Various Idle Animations
  • Items
    • Sword and Shield Gear
    • Bomb, Nut and Sling Equipment
    • Health Upgrades(Heart Shard/Essence)
    • Storage Upgrades(PebblePouch, NutBag)
    • Money in different denominations
    • Keys
  • Levels
    • Beach, Inland, Canyon, Temple
    • Tree Trunk Scene Transitions
    • Unlocking Dorrs with Keys or shootable Targets
    • Destructible Walls, Vines, Pots, Bushes
    • Boulder Trap

AdventureSouls Demo

  • Player Character
    • weapons with unique actions per item and equipped slot(left, right)
    • parry, guard break, stagger behavior
    • reusable humanoid animations
  • Enemies
    • passive or aggressive zombie enemies
    • boss with arena and attacks based on player position
  • Souls mechanics
    • level up at bonfires but partially reset world
    • death drops XP and resets player to bonfire
  • Objects
    • doors, chests, levers
    • destructible crates and dummies
    • traps that shoot spikes

Integrations

Compatibility

The AdventureCore framework, by nature, does not use any render pipeline. The demos however use URP. Most of it uses a single material called Hero/SoulsDefault which can easily by changed to Standard or HDRP/Lit(set BaseMap to SoulsPalette) depending on the desired pipeline.

As listed on the Asset Store.