RPG Stat & Attribute System — Data-Driven Modifiers View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.3.8 or later
Package size
165 KB
Files
113
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RPG Stat & Attribute System — Data-Driven Modifiers

by PostanteGames (opens in new tab)

2 ratings, too few to average

Data-driven RPG stat & attribute system. Author stats in the Inspector (no code), generate a type-safe enum, then drive them with modifiers, events, a live HUD and collection stats. Zero dependencies.

Price $19.99

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Price history for RPG Stat & Attribute System — Data-Driven Modifiers, 6 months Current $19.99; lowest $13.99; highest $19.99 in this period. $0 $10 $20 Aug Sep Oct Nov

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RPG Stat & Attribute System — Data-Driven Modifiers screenshot 1

RPG Stat & Attribute System — Data-Driven Modifiers screenshot 1

About this asset

Stop hard-coding stats. StatSystem is a data-driven stat & attribute framework: you

define your stats as data in a ScriptableObject catalog — id, type, default,

min/max/clamp, category — and one click generates a type-safe StatId enum. No more

editing the package to add a stat, and no stringly-typed access.

Each entity gets its own live stat set from a drop-in component, so 100 NPCs share one

catalog but keep independent values. Works for any genre — RPG, sim, survival, tower

defense, crafting — and any render pipeline, with zero dependencies and full C# source.

Everything is push-based: subscribe to a stat, bind a field with [SubscribeToStat], or

read a live StatRef<T>. Modifiers are additive + multiplicative and source-tagged, so a

buff or a piece of equipment removes cleanly. Collection stats hold inventories. A

generic OnGUI HUD renders any catalog with no hard-coded names.

Seven playable demos (each with an in-scene usage guide that shows the exact API call),

six ready catalogs, an offline RTF manual with a step-by-step guide, and 157 EditMode

tests are included.

Questions or Feedback?

Drop by the Discord channel for direct support, feature requests, or just to show off your game's stat setup! https://discord.gg/wVM3kz44jH

From the publisher's Asset Store listing.

Technical details

- Data-driven authoring: define stats in a ScriptableObject catalog, no code

- One-click generated, type-safe StatId enum (optional namespace)

- Drop-in StatManagement component; per-entity live stat sets from a shared catalog

- Additive + multiplicative, source-tagged modifiers with clean removal

- Number / Flag / Text / Reference stat kinds; clamp + category metadata

- Events: per-stat Subscribe, aggregate OnAnyStatChanged, [SubscribeToStat] auto-bound fields, live StatRef<T>

- Collection stats (List / Dictionary) with OnCollectionChanged

- Optional DeltaPolicy hook to scale / clamp / veto every change

- Runtime composition: AddCatalog, code-first Define (incl. clamped), Remove

- Per-level logging settings asset + actionable, "did you mean?" diagnostics

- Generic OnGUI HUD + live inspector

- 7 demo scenes, 6 sample catalogs, offline RTF manual, 157 EditMode tests

- Zero dependencies (only UnityEngine); Built-in / URP / HDRP; full C# source

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.8f1 Compatible Compatible Compatible Compatible

Core is pipeline-agnostic; demo materials target URP.

As listed on the Asset Store.