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Package details
- Latest version
- 2.1.1
- Last updated
- First released
- Unity version
- 6000.4.1 or later
- Package size
- 4.0 MB
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- 141
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SkillBound 2.5D: Platformer & Ability Toolkit
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Skip months of coding. A robust 2.5D platformer kit featuring responsive movement, coyote time, and a ready-to-use skill & saving engine. Optimized for mobile and PC Metroidvania projects.
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About this asset
SkillBound 2.5D: Platformer & Ability Toolkit
Stop fighting with character physics and start building your world. This high-performance 2.5D framework delivers "AAA" player responsiveness right out of the box, combining a precision controller with a modular Skill & Saving System.
Precision Movement & "Game Feel"
Built for professional-grade platformers, the controller includes essential "juice" features to ensure your game feels tight and fair:
- Coyote Time & Input Buffering: Eliminate "stiff" controls with industry-standard forgiveness logic.
- Plug-and-Play Feedback: Integrated support for Particles and SFX triggers.
- Cinemachine Ready: Smooth, professional camera tracking configured for 2.5D perspectives.
- Mecanim Animation: Decoupled, event-based animation system for easy integration with your custom rigs.
Extensible Skill & Saving Architecture
The standout feature of this toolkit is its Persistence Engine. Unlike basic controllers, this package manages player progression:
- Modular Power-Ups: Easily define and unlock new abilities (Double Jump, Dash, etc.).
- Agnostic Saving: The system is built with an abstraction layer. Switch between JSON, PlayerPrefs, or Encrypted Binary without rewriting your core gameplay logic.
- Event-Driven Design: Lean, performant C# code that uses events to trigger UI, VFX, and audio.
Technical Features
- Clean C# Code: Fully commented and easy to extend.
- 2.5D Optimized: Handles 3D physics with a locked 2D axis perfectly.
- Mobile & PC Ready: Efficient enough for mobile, precise enough for desktop.
Why choose this toolkit?
Building a reliable saving system and a "fair" feeling jump takes months of iteration. This package provides a production-ready foundation, allowing you to focus on level design and art while we handle the backend complexity.
From the publisher's Asset Store listing.
Technical details
1. Advanced Data & Persistence Layer
- Data Warehouse Pattern: Gameplay logic is entirely decoupled from storage. Systems read from a centralized DataWarehouse, ensuring a single source of truth for player state and skills.
- Interface-Based Serialization: Built on a robust serialization interface. While the package includes a high-performance JSON implementation out of the box, the architecture is ready for Dependency Injection.
- Extensible Data Management: The DataManager (MonoBehaviour) handles the heavy lifting of feeding the warehouse, allowing you to swap data readers or persistence types without touching a single line of movement code.
2. Motor & State Machine (Movement Skills)
- State-Driven Skill System: Core movement abilities—including Double Jump, Dash, and Jump Height modifiers—are baked directly into the Motor’s State Machine for maximum performance.
- Serializable Configurations: Skills are defined via a serializable class stored in the warehouse. Adjusting a "Double Jump" or "Air Dash" is as simple as modifying a data value, allowing for rapid balancing.
- Scriptable Object Configuration: Movement configuration is separated in a Scriptable Object allowing for easy tweaking. Also allows to save different presets for rapid testing.
3. Clean Observer-Based Feedback
- Event-Driven VFX/SFX: The Motor exposes UnityEvents and Observables to a dedicated AnimationManager.
- Decoupled Animation: All animation parameters, particle triggers, and sound effects are handled via observers. Your movement logic stays "pure" while your visuals remain highly reactive.
- Mecanim Optimized: Smoothly transitions through states based on high-level motor events rather than messy Update loops.
4. Modern Input & Physics
- New Unity Input System: Native support for .inputactions. Rebinding and multi-device support (Controller/KB+M) are handled natively.
- Hybrid Physics Engine: Utilizes Rigidbodies for environmental interaction and Custom Raycast Logic for frame-perfect ground and wall detection. Get the benefit of physics-based triggers without the "sliding" of default friction.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.4.1f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.