A customizable floating text framework for Unity that displays damage, healing, XP gain, and gameplay event feedback — fully customizable via prefab style profiles for designer-friendly control.ObsessiveTools: Floating Text System (Events & Damage) is a plug-and-play visual feedback framework for Unity, built to make your game feel more dynamic and satisfying. Whether you need damage numbers, healing popups, XP notifications, or celebratory event text, this system handles it all with style.Fully customizable via Prefab Text Style Profiles, you can define fonts, colors, animation curves, scaling effects, and lifetimes — no coding required. The system supports both World-Space and Screen-Space UI, making it perfect for 2D, 3D, top-down, or first-person projects.Built for performance, the integrated object pooling system ensures smooth gameplay with no runtime instantiation overhead. Event hooks allow you to pair text with particle effects, sounds, or other VFX for a richer player experience.Ideal for: RPGs, shooters, survival games, farming sims, action games, and any project needing instant, clear, and satisfying feedback.Core FeaturesDamage & Healing Numbers — Instant feedback for combat actions.XP & Event Text — Display level-ups, quest completions, and other milestones.World-Space & Screen-Space — Flexible display in any camera setup.Animation Presets — Fade, rise, pop, scale-up, or fully custom animation curves.Critical Hit Formatting — Special colors, sizes, and effects for impactful hits.Event Hooks — Trigger particles, audio, or gameplay effects alongside text.Optimized Pooling — No runtime instantiation; avoids garbage collection spikes.Camera-Aware Facing — Always readable from any angle.Performance NotesBuilt-in object pooling for minimal GC overhead.Lightweight update loop for animation handling.Scales to hundreds of simultaneous floating texts without FPS drops.Setup & IntegrationAdjust data on prefab.Drag prefab in scene.Call the API from the System to show as per the demo.AI assistance was used only to refine the wording of written documentation and marketing copy.All gameplay logic, C# scripts, prefabs, editor tools, architecture, and UI elements were fully authored, tested, and optimized by me. The quest system’s functionality, integrations, and asset structure are original work and have been built from scratch for this package.




