Ultimate Beat 'Em Up Framework View on Asset Store (opens in new tab)

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Latest version
1.0.1b
Last updated
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Unity version
6000.3.21 or later
Package size
167.7 MB
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Ultimate Beat 'Em Up Framework

by BIG FRAMEWORKS (opens in new tab)

1 rating, too few to average

Build a beat ’em up with classic side-scrolling combat or free 3D movement.

Price $79.90

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Last 6 months

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Price history for Ultimate Beat 'Em Up Framework, 6 months Current $79.90; lowest $79.90; highest $79.90 in this period. $0 $50 $100 5 Oct 12 Oct 19 Oct 26 Oct 2 Nov

Asset preview

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Ultimate Beat 'Em Up Framework screenshot 1

Ultimate Beat 'Em Up Framework screenshot 1

About this asset

Ultimate Beat Em Up Framework provides the gameplay systems, editable data and sample scenes for developing a single-player arcade brawler in Unity 6 with Universal Render Pipeline.

Start with four playable heroes, three enemy types and a boss. Explore separate campaigns and test arenas for side-scrolling and free movement, then adapt the included characters, equipment and encounters to your game.

Configure your combat

Create punch and kick combos with up to 10 hits per sequence. Set damage, animation timing, hit windows and combo input windows for individual attacks. Add running strikes, aerial attacks, blocking, hit reactions and knockdowns.

Directional rolls let characters evade through enemies with temporary invulnerability. Special and Ultimate moves support adjustable animation speed, movement during attacks, cooldowns and energy or health costs. Customize the Ultimate presentation with a character image and a brief gameplay freeze.

Build your weapon system

The sample arsenal includes six melee weapons and eight ranged weapons. Configure weapon-specific locomotion, attacks, damage and firing behavior through reusable profiles.

Adjust melee damage volumes independently from the visible weapon. Configure firearm muzzle positions, automatic fire, airborne shooting and aiming support. Weapon grip tools provide separate resting and aiming adjustments, left-hand support, per-attack support rules and copy-and-paste settings.

Choose your movement and camera style

Use side-scrolling movement for a traditional arcade layout or free movement for combat across a 3D arena. Configure each camera mode with perspective or orthographic projection, tracking, distance, pitch and obstacle handling.

Connect combat to a complete game flow

The sample frontend includes mode selection, character selection and loading. Gameplay scenes demonstrate enemy encounters, arena boundaries, pickups, stage exits and a boss encounter.

Health and energy bars, character portraits, enemy focus HUD, pause controls, character voices and weapon sounds are included.

The framework uses C# components and ScriptableObject profiles. Replace the sample models, animations, sounds and interface assets while retaining the gameplay systems.

Website: https://bigframeworks.com

Discord: https://discord.gg/h4DXVgjyWX

From the publisher's Asset Store listing.

Technical details

Gameplay and combat

  • Single-player gameplay
  • Side-scrolling and free 3D movement
  • Walking, running, jumping and blocking
  • Punch and kick combos with up to 10 hits per sequence
  • Running and aerial attacks
  • Configurable damage, animation end, hit windows and combo input windows
  • Forward and backward evasion
  • Temporary invulnerability and character pass-through during rolls
  • Configurable body collision and passage through downed characters
  • Health, factions, friendly-fire rules, hit reactions and knockdowns

Special and Ultimate moves

  • Energy, Health and Free resource modes
  • Adjustable energy gain and ability costs
  • Ultimate activation at full energy
  • Independent cooldowns and damage multipliers
  • Adjustable animation speed
  • Optional movement during attacks
  • Character-specific Ultimate images
  • Editable cut-in UI and freeze duration

Weapons

  • Six melee weapons: bat, iron pipe, sword, axe, war hammer and staff
  • Eight ranged weapons: pistol, rifle, sniper rifle, shotgun, SMG, machine gun, bazooka and magic staff
  • Weapon-specific animation and combat profiles
  • Adjustable melee hitbox position, dimensions and padding
  • Automatic melee hitbox fitting
  • Hit detection along fast weapon swings
  • Projectile damage, ammunition, fire rate, spread and firing sounds
  • Automatic fire and airborne shooting
  • Aim and continuous-fire animation support
  • Adjustable weapon attachment and hand support
  • Separate resting and aiming hand offsets
  • Per-attack left-hand IK rules
  • Grip settings copy, paste and Play Mode persistence tools

Characters and enemies

  • Four playable hero prefabs
  • Three enemy types and one boss prefab
  • Character data, roster selection and spawning
  • Character portraits and audio profiles
  • Enemy attack coordination and positioning
  • Configurable attack ranges, cooldowns, blocking and reactions

Camera and interface

  • Side Scroll and Free camera modes
  • Independent perspective or orthographic projection settings
  • Camera-relative movement, orbit and obstacle handling
  • Player health and energy HUD
  • Enemy health and portrait HUD
  • Mode selection, character selection, loading and pause menus
  • Keyboard, mouse and gamepad support through Unity Input System

Scenes and content

  • Four campaign stages in each movement mode
  • Dedicated 2D and 3D test arenas
  • Original side-scrolling test arena
  • Four frontend scenes
  • Standalone .anim clips
  • C# source code and English documentation

Project configuration

  • Unity 6000.3.23f1
  • Universal Render Pipeline 17.4.0
  • Input System 1.20.0
  • Unity UI 2.0.0 and TextMesh Pro

Platform and rendering

  • Windows desktop
  • Universal Render Pipeline
  • Built-in Render Pipeline and HDRP require adaptation
  • Other platforms may require input, rendering and platform-specific adjustments

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.23f1 Not listed Compatible Not listed
6000.3.21f1 Not listed Compatible Not listed

As listed on the Asset Store.