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StatFlux

Every game has stats. StatFlux handles everything that changes them.

Health, speed, armor, mana — defining them is easy. The hard part is everything that touches them: the haste potion that stacks with the speed rune but not with itself, the poison that ticks every second, the shield that expires mid-fight, the boss aura that halves healing, the save file that has to bring it all back exactly as it was. That web of interactions is where stat systems break — and it's exactly what StatFlux manages for you.

Unity Asset Store: coming soon · Unity 6+ · no third-party dependencies

Author it without code

Designers build everything as assets — no programming required:

  • A guided Wizard walks you through creating stats, buffs, effects, and abilities, and shows a live worked example of the math as you type. Change a value, watch the result update.
  • Inspectors show only the fields that matter and include the same live examples.
  • A Library window lists every buff and effect in your project, filters them, flags unused ones, and shows exactly where each is used.
  • A Debugger shows every stat's full calculation ticking live in Play mode — no more "why is my speed 37?"

When you do want code, the whole system is a small, clean API — apply a buff in one line.

It handles the hard cases

  • Stacking, done properly. Five stacking modes per buff. Haste stacks with itself; armor potions replace each other; the weaker slow gets ignored while a stronger one runs.
  • Timers of every kind. Instant hits, timed buffs, permanent effects, damage-over-time ticks — and when a status effect ends, everything it applied is cleaned up automatically.
  • Stats that depend on stats. Max health computed from vitality. Current health capped at max health — and when max health changes, current follows instantly.
  • Resistances and conditions. Poison resist as a stat (buff the resist itself!), immunity at 100%, effects that only land below an HP threshold.
  • Cleansing. Remove by type, by category ("dispel all debuffs"), or by source ("the caster died").
  • Save and load. One call captures every stat, buff, and mid-flight timer to plain JSON; one call restores it. The same payload works for network sync.
  • On-screen buff bar included. A drop-in component shows active effects with icons, countdown numbers, radial timers, stack counts, and an expiring flash — all configured per asset, zero setup.

Try it in 60 seconds

Import, open the demo scene, press Play. A character walks in circles; buttons apply haste, slow, root, and poison, and you watch its speed change in real time — in the world, on the buff bar, and in the Debugger's live math view.

What's in the package

RuntimeStat sheets, buffs, status effects, abilities, resistances, save/load, buff bar UI
Editor toolingCreation Wizard · asset Library with usage tracking · live Debugger · Getting Started onboarding · in-editor API reference
DemoA playable scene showing every feature
DocsThis site, plus a quick-start in the package

Continue with Getting Started →

Made by Bacon Dragon LLC