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Package details
- Latest version
- 1.0.1
- Last updated
- First released
- Unity version
- 6000.3.6 or later
- Package size
- 15.4 MB
- Files
- 147
- Favorites
- 13
- Views in the past week
- 39
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- $69.99 on
Keywords
Platform Fighter Framework
Create your own "Super Smash Bros" style platform fighting game!
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Price history
Last 6 months
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1 / 9
Platform Fighter Framework screenshot 1
About this asset
Super Smash Combat is a robust and flexible Unity framework designed to help you build fast-paced arena battles inspired by classic platform fighters. It includes the full gameplay loop: Main Menu → Character Selection → Stage Selection → Battle, with local multiplayer support and a modular codebase ready for customization.
Built for the Universal Render Pipeline (URP), it targets solid performance and clean visuals while keeping the systems lightweight and extendable.
🎮 CORE FEATURES:
• Local Multiplayer
- PlayerInput-based setup for Keyboard + Gamepad (New Input System).
- Supports multiple fighters with slot-based configuration (Player/CPU).
- CPU support via input provider architecture.
• Character & Stage Selection Flow
- Main Menu with Arcade entry points + external links (Discord/Asset Store) + Exit.
- Character Selection screen with 4 slots (Player/CPU/Empty).
- Stage Selection screen with stage preview, description, and Back navigation.
• Smash-Style Match Rules
- Stock-based matches, respawn system, match timer (optional).
- Win condition detection and winner display.
- Auto return-to-menu after match end.
• Combat System
- Hitbox / Hurtbox combat architecture.
- AttackData + CombatMove + CharacterMoveSet for defining attacks.
- Supports ground, aerial, and special attacks with directional input logic.
• Modular State Machine (Fighter Controller)
- Grounded / Air / Attack / HitStun / Landing states.
- Shield + Shield Break system (regen, break stun).
- Clean separation between character logic and input providers.
• Dynamic Smash Camera
- Camera follows the group and zooms in/out based on fighters distance.
- Optional bounds clamping for stages.
• UI Systems
- HUD with percent, stocks, and player slot information.
- NameTag system for player identification.
- MatchStart UI countdown (“3, 2, 1, FIGHT!”).
📦 INTEGRATIONS:
• Unity New Input System (PlayerInput).
• TextMeshPro (UI).
• URP (recommended).
🗺️ WEBSITE:
💬 DISCORD:
From the publisher's Asset Store listing.
Technical details
Main Features:
• Render Pipeline: URP (Universal Render Pipeline).
• Input: Local multiplayer support (Keyboard + Gamepad) via Unity New Input System (PlayerInput).
• Gameplay: Stock matches with respawn, winner display, and return-to-menu flow.
• Code: C# Source Code included (organized and easy to extend).
Included Systems:
• FighterController (core character logic, %, stocks, respawn, deaths).
• Combat (Hitbox/Hurtbox, AttackData, CombatMove, CharacterMoveSet).
• State Machine (Grounded/Air/Attack/HitStun/Landing/Shield/ShieldBreak).
• Shield System (HP, regen, break + stun).
• MultiplayerManager (fighter spawning, PlayerInput pairing, CPU support).
• GameModeManager (match state, countdown, win conditions, return-to-menu).
• SmashCamera (dynamic follow + zoom).
• UI (HUDManager/FighterHUD, CharacterNameTag, MatchStartUI).
• Selection Flow (CharacterSelectionManager/Slot + StageSelectionManager).
• ScriptableObjects (CharacterProfile, CharacterData, CharacterMoveSet, StageProfile).
Asset Content:
• Full gameplay source code (Core, Characters, Combat, Input, UI, Camera).
• ScriptableObject templates for characters and stages.
• UI helpers and menu flow scripts.
Compatibility:
• Unity 6000.0 LTS or higher recommended.
• Tested on Windows (Keyboard + Gamepad).
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.21f1 | Not listed | Compatible | Not listed |
| 6000.3.16f1 | Not listed | Compatible | Not listed |
| 6000.3.6f1 | Not listed | Compatible | Not listed |
This asset is built for the Universal Render Pipeline (URP).
The package includes URP materials, shaders, and render settings configured for URP projects.
It is not compatible with the Built-in Render Pipeline or HDRP without manual conversion.
A URP project is required to use this asset.
As listed on the Asset Store.