Infinity Combo Editor: Visual Combo Graph + Player Combo Forge OFFICIAL SALE



A visual combo-authoring toolkit for Unity developers building action games, fighting systems, RPG combat, hack-and-slash mechanics, ability chains, or combo-heavy character systems.


Instead of hiding combo logic inside scattered scripts, animation events, and hard-coded chains, the tool gives you a structured graph workflow. Create moves, connect transitions, define timing windows, assign animation states, attach combat payloads, validate unsafe routes, then sync the graph into runtime data your game can execute.


It is built for developers who want cleaner combo logic, safer runtime customization, and a better way to manage attack chains as their combat system grows.



Core Features


• Visual combo graph authoring

• Runtime combo execution through ComboGraph and ComboManager

• Combo moves, transitions, timing windows, and buffered inputs

• Player Combo Forge for controlled runtime customization

• Safe overlay system for player-created combo routes

• Validation for broken links, unsafe routes, missing data, and risky setups

• Combat attack profiles with damage, stun, knockback, launch, VFX, SFX, and hit timing

• Hitbox, hurtbox, health, damage receiver, projectile, and spawn profile components

• Context keys and conditional transition rules

• Perfect timing support

• Prompt HUD and Runtime ComboLab UI foundations

• Legacy input and New Input System workflow support

• Animator Controller move import utility

• Accessibility profile for input leniency and timing forgiveness

• Runtime pooling helpers

• Rigging cue and combo feedback profile support

• 2D and 3D sample/demo generators

• Offline HTML manual, field reference, troubleshooting guide, and integration checklist



Player Combo Forge

lets you expose approved combo customization to players without letting them rewrite the dangerous parts of your combat system.


Developers keep control over damage, locked moves, hidden moves, attack profiles, asset references, safety limits, and import rules. Players can build or adjust allowed routes inside the boundaries you define.


This makes the tool useful for games with unlockable moves, training rooms, player-made combo styles, build-crafting systems, or controlled sharing/import workflows.


Combat Payloads

Combo moves can carry gameplay meaning, not just animation names. Attack profiles can include damage, hit timing, knockback, launch behavior, stun, block/parry values, hitbox data, projectile data, spawn data, VFX, SFX, and notes for development.

This helps keep your combo system readable, testable, and easier to expand.



What This Asset Is Not

Infinity Combo Editor is not a full game template, not a character controller replacement, not an AI combat brain, and not a one-click fighting game generator.


It gives you the graph, runtime structure, validation tools, sample workflows, and safe Player Forge foundation. Your own game still controls the final controller, enemies, UI, balancing, save system, and production tuning.


Compatibility


Officially documented for Unity 2022.3 LTS and Unity 6000.x, with Unity 2021.3 LTS legacy compatibility maintained where possible.

Unity’s Input System package(New and Old) is recommended for the cleanest input workflow. The package also includes legacy input support.


Third-Party Notice

Infinity Combo Editor includes NodeGraphProcessor locally under its MIT license notice.


The package includes:


- Visual combo graph authoring through the main Infinity Combo Editor window.

- NodeGraphProcessor-based graph workflow, with legacy GraphView support also present.

- Runtime `ComboGraph`, `ComboMove`, and `ComboTransition` data structures.

- `ComboManager` for runtime combo playback, timing, buffering, context checks, and animation flow.

- Input support through logical combo actions, input profiles, legacy input support, and New Input System integration.

- Combat payload components including attack profiles, hitboxes, hurtboxes, health, damage receiving, projectile support, and spawn profiles.

- Player Combo Forge rules for safe runtime customization.

- Overlay validation, overlay persistence, and share/import support for player-created combo layouts.

- Runtime ComboLab UI foundations for player-facing combo editing screens.

- Prompt HUD support for combo input feedback.

- Context and condition systems for grounded, airborne, locked, unlocked, or game-state-based transitions.

- Perfect timing rules and timing reward support.

- Accessibility profile for input leniency, chord relaxation, timing forgiveness, and feedback events.

- Combo “juice” and feedback dispatching through dedicated profiles.

- Runtime pooling helpers for combo-spawned objects.

- Rigging cue support for projects that use animation rigging-style combat feedback.

- Animator import utility for turning animator states into combo move entries faster.

- Sample/demo generators for 2D, 3D, Player Forge, locked moves, air combos, branching combos, transition debugging, projectile moves, prompt HUD flow, manual input, passive auto combos, buffered combos, hold-charge combos, pressure/flurry examples, and combat demonstrations.

- Validation and sanity-checking tools for graph safety.

- Offline HTML documentation with a full manual, field reference, integration checklist, troubleshooting, sample workflows, and production guidance.

- Third-party NodeGraphProcessor code bundled locally under its own MIT license notice.