OmniTarget - Targeting Framework OFFICIAL SALE

Overview

OmniTarget is a modular gameplay targeting framework for Unity, designed to handle target selection logic in a clean, reusable, and extensible way.


Instead of rewriting targeting code for every spell, ability, interaction, or mechanic, OmniTarget allows you to define targeting behavior through configuration and respond to selection events in your own gameplay code.


OmniTarget handles how targets are selected.


You decide what happens to them.



Use Cases

OmniTarget can be used for a wide range of gameplay systems, including:

  • Spell and ability targeting (cones, AoE, arcs, chained effects)
  • Interaction systems (cycling or selecting objects within view or range)
  • Grenades and projectile targeting with arc-based selection
  • Buffs, debuffs, and area-based effects
  • Tower defense targeting logic
  • NavMesh path and area visualization
  • Any mechanic requiring consistent and reusable target selection

The framework is gameplay-agnostic and supports both real-time and turn-based designs.


Core Concept

Targeting behavior in OmniTarget is defined using a modular configuration asset that specifies all selection parameters, such as:

  • Maximum and effective range
  • Affect angle and selection shape
  • Target and obstacle layers
  • Selection origins and offsets
  • Visualization and helper prefabs

Based on this configuration, OmniTarget automatically sets up the full selection process, manages its lifecycle, and loads or unloads required assets as needed.


Selection Lifecycle & Gameplay Feedback

OmniTarget exposes the complete selection lifecycle through C# interfaces, allowing you to respond to each stage of the process, including:

  • Selection start and update
  • Target enter and exit
  • Custom validation checks
  • Selection confirmation or rejection

This enables you to:

  • Filter targets (ally-only, enemy-only, custom rules)
  • Highlight valid or affected targets
  • Prevent selection based on resources or state (mana, cooldowns, conditions)
  • Apply effects when selection is confirmed
  • Trigger UI, animations, or audio feedback

Modular & Extensible Architecture

Each major aspect of targeting is implemented as a separate, replaceable module and assigned via configuration:

  • Selection Shapes (cones, circles, arcs, custom shapes)
  • Selection Area Visualization
  • Selection Origin Tracking
  • Selection Activation Tracking

All systems are built using interfaces and overridable methods, allowing you to extend or replace functionality without modifying core framework code.


Input-Agnostic Design

OmniTarget does not depend on a specific input solution.

You can use:

  • Unity Input System (old or new)
  • Rewired
  • Custom input logic by implementing a simple interface

This makes the framework suitable for keyboard, mouse, gamepad, or hybrid control schemes.


Production-Proven

OmniTarget was developed and battle-tested in a fully featured RPG featuring:

  • Real-time and turn-based combat
  • Mouse, keyboard, and gamepad support
  • Complex abilities, interactions, and edge cases

The result is a refined and robust targeting framework built to support polished gameplay systems.


Key Features

  • Define targeting behavior through configuration instead of custom selection code. Modular Targeting Framework
  • Cones, circles, ranges, arcs, multi-origin selections, and custom shapes. Supports Common Targeting Patterns
  • Start, update, validation, confirmation, rejection, and cleanup. Full Selection Lifecycle Handling
  • Apply custom rules to accept or reject targets.Target Validation & Filtering
  • Highlight targets, show affect ranges, and visualize selection areas using native Unity tools. Built-In Visualization Hooks
  • Works with Unity Input System (old or new), Rewired, or custom input handling. Input-Agnostic Architecture
  • Override or extend behavior without modifying core framework code. Extensible & Interface-Driven Design
  • Supports multi-AoE abilities, chained effects, and complex targeting setups. Multiple Selection Origins
  • 2D and 3D Physics Support
  • Production-Proven in a Full RPG
  • Detailed Demo Scenes Included

Included Demo Scenes

  • Spell Casting
  • Third-Person Interaction
  • Tower Defense
  • Nav-Mesh Path visualization

Each demo includes example scripts demonstrating how to respond to selection events and apply gameplay logic.


Out of Scope

OmniTarget focuses exclusively on target selection and selection flow.

The following are intentionally not included:

  • Gameplay logic such as damage calculation, healing, buffs, debuffs, or AI behavior
  • Finished combat systems or complete ability implementations
  • Advanced or custom visualization shaders
  • Complex mesh generation or UV-driven visualization workflows

The framework provides events, interfaces, and example integration code, but final gameplay behavior and advanced visuals are expected to be implemented by the user.


Third Party Asset Notice:

Demo files use kenney animated characters 3 package

Which is released under CC0 1.0 Universal license

https://creativecommons.org/publicdomain/zero/1.0/


Please check A Third-Party Notices.txt for more information.