PULSE - Easy & Modular Health System View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
First released
Unity version
2021.3.45 or later
Package size
19.8 MB
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28
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PULSE - Easy & Modular Health System

by Alejandro Ibañez (opens in new tab)

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Pulse Health is a lightweight, event-driven and extensible health system for Unity. Designed to be simple to use yet powerful, it supports damage types, modifiers and designer-friendly UnityEvents.

Price $9.99

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PULSE - Easy & Modular Health System screenshot 1

PULSE - Easy & Modular Health System screenshot 1

About this asset

GUIDE

Pulse Health is a clean, modular, and extensible health framework designed to fit a wide variety of Unity projects without enforcing specific gameplay rules or assumptions.

Instead of providing hardcoded mechanics, Pulse Health focuses on flexibility and composability, allowing developers and designers to build their own damage, healing, and feedback systems on top of a solid and reliable core.

The system is fully event-driven and includes a modifier interface that allows damage and healing values to be adjusted dynamically at runtime.

✨ Key Features

Simple Public API

Apply damage or healing with a single line of code:

health.Damage(10f);

health.Heal(20f);

No boilerplate, no dependencies.

Advanced Damage & Healing Data (Optional)

For more complex scenarios, the system supports using a data object to pass additional context such as:

  • Damage or heal amount
  • Source (attacker, ability, item, environment)
  • Hit position or direction
  • Custom flags or metadata

This allows advanced gameplay logic without forcing complexity on simple use cases.

Extensible Modifier System

Implement IHealthModifier to dynamically modify incoming damage or healing at runtime.

Common use cases include:

  • Armor and defense
  • Difficulty scaling
  • Buffs and debuffs
  • Temporary invulnerability
  • Global or local multipliers

Modifiers are fully optional and can be stacked or removed dynamically.

Event-Driven Architecture

React to health changes using C# events or UnityEvents:

  • Damage received
  • Healing applied
  • Health changed
  • Death triggered

This enables clean separation between health logic and gameplay feedback.

Designer-Friendly UnityEvents

Without writing code, designers can:

  • Trigger animations
  • Play sounds
  • Spawn VFX
  • Call other systems

All directly from the Inspector.

Generic Health Bar Listener (Optional)

An optional UI listener is included and fully configurable.

Supports:

  • Main health bar
  • Delayed health bar (Souls-style)
  • Current health text
  • Floating damage and heal text

All UI elements are optional and can be mixed or omitted freely.

Example Feedback Scripts Included

Clear and well-commented example scripts demonstrate how to react to:

  • Damage
  • Healing
  • Death

These examples are not required and exist only to demonstrate best practices for event-based feedback.

Clean, Modular & Non-Intrusive

  • No hardcoded UI
  • No player-only logic
  • No genre-specific assumptions
  • All systems are optional
  • Easy to integrate into existing projects

Pulse Health adapts to your game — not the other way around.

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2021.3.45f1 Compatible Compatible Compatible

As listed on the Asset Store.