World Craft Graph — Reactive Node-Based Crafting for Unity OFFICIAL SALE

World Craft Graph turns crafting from a menu interaction into a physical world event. The player doesn't open an interface — they hit, crush, heat, combine. As a developer, you describe the rules of those transformations as a visual graph, without writing a single line of code.

The idea

Drop three stones next to each other. Hit them with a sledgehammer. If the conditions match, the stones disappear and a stone slab appears in their place. This isn't a hand-written script. It's a graph of rules that fires because the world dispatched an impact event, the system found a matching recipe, and applied it.

That's how all crafting works in World Craft Graph: rules instead of recipes, the world instead of menus, events instead of buttons.

Features

  • Visual graph editor. A full node editor with node categories, search, validation, and clear execution tracing.
  • Event-driven architecture. Impact, tool use, placement, heating, crushing, mixing, ignition, timers, custom events — all extensible.
  • Flexible item model. ScriptableObject definitions, runtime components, dynamic properties, timed states, tags.
  • Rich node palette. Queries, filters, conditions, logic, modifiers, actions, outputs — everything needed for non-trivial recipes.
  • Conflict resolution. When multiple graphs match an event, the system picks by priority or specificity — strategies are extensible.
  • Extensibility API. Add your own event, condition, modifier and action nodes without touching the core.
  • Debugging out of the box. Execution tracing answers: which graph ran, why, where it failed, which items were selected.
  • Demo scenes and ready-made recipes. Stone slab, herb powder, primitive axe and more.

Who it's for

  • Survival and crafting games where crafting is an action in the world, not a journal entry.
  • Immersive sims where items react to tools and physics.
  • Sandboxes where players discover recipes through experimentation.
  • Any project where the game designer needs to author rules directly, without a programmer in the loop.

It's a focused rule-based world transformation system — built for one job and built to do it at a level that usually takes months of custom code.