Appearance
StatFlux
Stats, buffs, status effects & abilities for Unity — data-driven, dependency-free, fully inspectable.
StatFlux gives your game a complete character-stat pipeline: define stats as assets, modify them with buffs and ticking status effects, cast abilities with cooldowns and costs, and watch every number compute live in the editor. No third-party dependencies. No code required for authoring.
Unity Asset Store: coming soon · Requires Unity 6+
Why StatFlux
- Buffs done right. The full lifecycle:
(base + ΣADD) × (1 + ΣMULTADD) × ΠMULTMULTwith ABSOLUTE overrides, Instant / Timed / Infinite lifetimes, five stacking modes, categories for dispel, source tracking, resistances (immunity + partial potency), and apply-time conditions. - Stats that react. Derived stats (
MaxHealth = f(Vitality)) recompute automatically; bounds can be driven by other stats (current HP capped at MaxHealth) and re-clamp live. - Archetypes → variants. StatBase inheritance with per-field overrides: configure Tank once, derive Speedy Tank by overriding one value.
- See the math. The dockable Debugger shows every stat's exact calculation — per-buff terms, clamping, countdowns — live in Play mode.
- Author in seconds. A guided Wizard creates stats, buffs, effects, abilities, and categories with inline dependency creation and live worked examples.
- No lock-in. Works with any character controller via plain components and a small tag-based API. Save/load ships in the box and doubles as a network sync payload.
What's in the package
| Runtime | StatSheet, Buff/BuffManager, StatusEffect, Ability/AbilityCaster, save/load registry |
| Editor tooling | Creation Wizard · live Debugger · Getting Started onboarding · API Reference window · conditional inspectors with worked examples |
| Demo | A playable scene: a walking character whose speed visibly responds to buffs, slows, roots, and poison |
| Docs | This site, plus the quick-start shipped in the package |
Quick taste
csharp
using BD;
buffs.ApplyBuff(hasteBuff, caster); // ×2 speed for 4s, stacking rules applied
buffs.ApplyStatusEffect(poisonEffect, caster); // 5 dmg/sec DOT with automatic teardown
buffs.ClearBuffsByCategory(debuffTag); // dispel
casterComponent.TryCast(fireball, enemyBuffs); // cooldown + mana cost handled
sheet.OnStatChanged += (stat, source) => UpdateUI(stat);Continue with Getting Started →
