GASify - Gameplay Ability System View on Asset Store (opens in new tab)

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Latest version
1.1.0
Last updated
First released
Unity version
2022.1.23 or later
Package size
12.4 MB
Files
300
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GASify - Gameplay Ability System

by Felipe Roddd (opens in new tab)

3.2 / 5 · 6 ratings

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GASify is a Gameplay Ability System (GAS), a framework/toolkit to create any game mechanic.

Price $59.99

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Price history for GASify - Gameplay Ability System, 6 months Current $59.99; lowest $59.99; highest $59.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

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GASify - Gameplay Ability System screenshot 1

GASify - Gameplay Ability System screenshot 1

About this asset

Documentation: https://feliperoddd.gitbook.io/gasify/

A Gameplay Ability System (GAS) is a framework/toolkit to create any game mechanic.

A GAS is like a collection of gears to build any kind of ability.

It uses Attributes, Tags, Effects and Modifiers to model any imaginable interaction.

You can build MMO/Action RPG abilities, crazy roguelike upgrades/effects, soulslike poise/stamina/dodge/animation synced systems and immersive sim objects and elemental interactions.

GASify is inspired by Unreal's Gameplay Ability System.

- Networking/Multiplayer.

Mirror integration with ability Prediction and Replication!

- Very performant.

Nothing runs on Update().

Handles up to 200k ability activations per second.

- Easy workflow.

Setup abilities/effects via code or editor.

- Full source code.

Modify anything to your taste.

- Video tutorials included

Learn quickly and start designing your game.

- Overview:

Ability System Component: Main component to put on any entity. Holds the entity's attributes, abilities that can be used, and Gameplay Effects/Tags currently applied to it.

Attributes: Numeric values e.g. Health, Mana, MaxHealth, MaxMana, MovementSpeed, AttackDamage, CriticalChance, Armor.

Modifiers: Change the value of attributes (Add, Multiply, Override). Modifiers come in 4 flavors: Simple (a constant value), Scalable (Scales it's output by a function e.g. Curve), AttributeBased (Uses another attribute to compute the modifier output) and SetByCaller (Set by some external data)

Gameplay Tags: Can be used to categorize effects/abilities or define states. e.g. Element.Fire, Stats.Buff.Stun or State.Movement.Sprinting

Gameplay Effect: Apply a set of modifiers and Calculations to an AbilitySystemComponent (asc). These effects can have different durations: Instant, Duration, Infinite and Periodic.

Calculations: Adds the capability to create any custom behavior/effect. Needs custom code. Executed with the GameplayEffect that has it attached.

Gameplay Ability: Abilities with cost, cooldown, activation/blockage tags. Included: Instant, Passive, Toggle, Ability Tasks (Abilities that are async and need to wait for external events, like animation triggers). Melee and projectile ability example included. Any other custom, non general ability can be created by extending this class.

Gameplay Cues: Play sounds, particle effects, animations by just adding a tag to the effect/ability and the prefab on CueLibrary

From the publisher's Asset Store listing.

Technical details

- Multiplayer Integration using Mirror.

- Full source code included

- Automated tests for most use cases

- Optimized for performance

- Video tutorials included

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.1.23f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.