Ultra Game Core OFFICIAL SALE

Please note: EARLY RELEASE, Subject to changes for further improvements and features. All feedback is welcome to help improve this asset.


UltraGameCore is a modular, network-ready character, camera and gameplay foundation focused on high‑performance third person experiences. It combines client prediction, server reconciliation, adaptive latency compensation, extensible movement styles, inventory & ability systems, vehicles/seating (add-on purchased seperately), camera control, aim assistance, IK, spawning and UI monitors into a coherent, customizable package.


Key Systems

1. Locomotion & Prediction

  • Multiple movement styles (Adventure, Combat, Tank, TopDown) switchable per character.
  • Hybrid server authoritative + client prediction: circular state/input buffers, reconciliation, residual or direct smoothing strategies.
  • Adaptive latency bias (jitter-responsive) + extrapolation for remote clients.

2.Camera Framework

  • Orbit / follow camera with obstacle avoidance, shoulder swapping, pitch/yaw limits.
  • Vehicle / seat pivot handoff, shake modulation, distance & collision search tuning.
  • Aim assist & crosshair UI integration (dead‑zone, LOS, distance falloff).

3.Inventory & Weapons

  • Networked inventory with weapon banks, clip restore policies, pickups (units, health, items).
  • Distinct weapon ordering, primary weapon logic, removal on depletion, tracer & projectile support.
  • JSON persistence option for state (editor tooling provided).

4.Ability System

  • Modular ability base class (e.g. Jump, SpeedChange, InventoryInteract, ItemDropper).
  • Supports cast variants (ray/sphere/capsule), runtime force impulses, interaction gating.

5.Seating / Vehicle Addon (optional)

  • Board/Seat management (multi-seat vehicles, IK hand/feet link roots, camera overrides).
  • Moving platform attach/detach with grace period, yaw follow, wheel/physics sync.
  • Integration with car controllers (RCCP, predictive car demos).

6.Game Modes Addon (optional)

  • Deathmatch managers (teams, damage callbacks, scoring).
  • Spawning coordinators, match lifecycle, name tags, scoreboard UI.

7.Animation & IK

  • Network animator predicted layer.
  • IK controller for hands, feet, look targets; selective bone engagement when not facing target.
  • Ragdoll / model handler hooks and state presets.

8.UI Monitors

  • Crosshairs, health, inventory interaction, scoreboards, messages, damage direction indicators, chat.
  • Signal-driven updates via lightweight dispatcher (decoupled architecture).

9.Networking Backbone

  • Uses Unity Netcode for GameObjects (RPCs, NetworkVariables).
  • TickManager integration for deterministic timing.
  • Latency sampling, jitter statistics, adaptive smoothing.

10.Extensibility & Events

  • State system (StatePreset / blockers) enabling layered behavior & conditional overrides.
  • Inspector-driven tuning: movement speeds, gravity multipliers, fall behavior, prediction/extrapolation thresholds, reconciliation ratios, smoothing Tau, adaptive jitter bounds, camera collision search, aim angle gates, magnetism, LOS layers, push force modes.
  • Easily swap movement style or camera constraints per prefab or at runtime.
  • Extend abilities by inheriting AbilityBase (custom targeting, cast geometries).
  • Add new weapon types by deriving from ShooterBase / CharacterWeapon.
  • Replace or augment UI via existing monitors or your own signal listeners.
  • Vehicle seating can be expanded (custom seat camera pivots, IK link roots, per-seat restrictions).
  • Modular add-ons (Seating Controller, Game Modes, RPG/AI) can be included or omitted—Base stays lightweight.
  • Platform attachment logic can be reused for elevators, ships, trains with minimal code changes.
  • Latency handling parameters (bias ranges, sample capacity, smoothing time) adjustable for different net conditions or genre pacing.

Suitable Genres

  • Third-Person Shooter / Tactical Shooter
  • Action Adventure / Narrative
  • Vehicle Combat & Racing (with Seating add-on)
  • Survival / Extraction
  • Arena & Hero Shooter prototypes
  • Action RPG (extend abilities, inventory, stats)
  • Co‑op PvE or PvP Hybrids
  • Sandbox / Simulation with character & vehicle interplay

Why It Helps

  • Eliminates months of groundwork: prediction, smoothing, camera, inventory, abilities, seating, spawning, UI.
  • Scales from prototype to production: swap movement styles, add vehicles, enable game modes without refactoring core.
  • Clean separation via signals & state objects facilitates feature gating, testing, and modular packaging.
  • Robust handling of latency & jitter improves feel in real multiplayer sessions.
  • Integration Notes
  • Drop character prefab with locomotion + camera + inventory.
  • Enable or disable addons via scripting symbols or assembly definitions.
  • Adjust reconciliation strategy (DirectSmooth vs ResidualInject) to match gameplay tolerance for snap vs drift.
  • Use provided editor tooling (inspectors, windows) for bank definitions, inventory JSON, seat setup.

Asset Store Positioning

  • Positioned as a mid/high-level systems layer (not just a controller script).
  • Encourages extension rather than fork—APIs stable, signals reduce direct dependency.
  • Addons decouple niche features (vehicles, modes) from core runtime for performance/minimal footprint.

UltraGameCore is a flexible, deeply tunable multiplayer character & gameplay foundation suited for shooters, action, vehicle and hybrid genres, emphasizing prediction quality, modular extension, and rapid feature layering through clean event and state abstractions.