World Craft Graph — Reactive Node-Based Crafting for Unity View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
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Unity version
6000.3.0 or later
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1.6 MB
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World Craft Graph — Reactive Node-Based Crafting for Unity

by Obeder's Team (opens in new tab)

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Node-based, event-driven crafting that happens in the world, not in menus. Hit, heat, crush, combine — define recipes as visual graphs and let the world transform itself.

Price $38.99

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Price history

Last 6 months

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Price history for World Craft Graph — Reactive Node-Based Crafting for Unity, 6 months Current $38.99; lowest $27.29; highest $38.99 in this period. $0 $25 $50 Jul Aug Sep Oct Nov

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World Craft Graph — Reactive Node-Based Crafting for Unity screenshot 1

World Craft Graph — Reactive Node-Based Crafting for Unity screenshot 1

About this asset

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.

From the publisher's Asset Store listing.

Technical details

Features:

  • Visual node graph editor. UI Toolkit-based editor with a node palette, inspector, validation, reachability tracer, undo/redo, and a play-mode debugger that highlights the currently executing node.
  • Event-driven runtime. 23 typed world events out of the box: impact, tool use, heat, item placement, interaction, custom payloads, gestures, collisions, hooks.
  • ~70 stock nodes. Triggers, requirements, stages, logic, data, modifiers, outputs, control and meta categories — covering non-trivial recipes without code.
  • Item system. ScriptableObject definitions and a WorldCraftItem runtime component with properties, parameters, timed states, quality, stacking and physical auto-deposit into nearby slots.
  • Workstations. Scene objects with slots, state machines and an optional thermal simulation (furnace), authored as graphs and registered automatically.
  • Sub-graphs. Reusable rule chains via CraftSubGraphAsset — share logic across recipes.
  • Conflict resolution. Multiple matching graphs are resolved by priority or specificity; the strategy is extensible.
  • Extensibility API. Add custom event, condition, modifier, action and data-type nodes via attributes — no core edits required.
  • Management Hub. 7-tab dashboard for items, recipes, sub-graphs, workstations, validation and tools.
  • Debug & tracing. Execution traces answer which graph ran, why, where it failed and which items were selected.
  • Rich samples. 25 sample recipes, a Custom-Node Kit with 10+ ready-made nodes, a custom-data-type example, and a showcase scene with player, HUD and recipe dashboard.
  • Clean architecture. Strict Runtime / Editor split via separate asmdefs; no third-party dependencies.
  • Full source code with XML documentation for the public API.

Supported OS:

Editor (development):

  • Windows 10 / 11
  • macOS 11 Big Sur and newer (Intel and Apple Silicon)
  • Linux (Ubuntu 20.04+ and any distro supported by Unity)

Runtime (build targets): the asset is pure C# with no native plugins and runs on every platform Unity supports — Windows, macOS, Linux, Android, iOS, WebGL, PlayStation, Xbox, Nintendo Switch, VisionOS.

Unity version: 2022.3 LTS or newer (tested up to Unity 6).

Link to documentation

  • Bundled with the asset: Assets/WorldCraftGraph/Documentation/README.md
  • Full guide: Documentation/English/Documentation.md
  • Node reference: Documentation/English/NodeReference.md

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.0f1 Compatible Compatible Compatible

As listed on the Asset Store.