Design talent, tech and perk trees in a visual graph editor, then drop a finished, animated, save-ready skill board straight into your game. No dependencies.Every RPG, roguelite, survival and idle game wants a skill tree. Building one means a node editor, prerequisite logic, point economy, save data and a UI that makes progress feel good — and that is a week you would rather spend on your game. Quick Skill Tree Pro gives you both halves: a visual graph editor to design the tree, and a finished, animated board to put in front of players.DESIGN IT VISUALLYDrag nodes around the canvas, Alt-drag from one node to another to make it a prerequisite, and let Auto Layout arrange the whole graph as rows, columns or a radial constellation. Loops are detected and refused, so a tree can never end up requiring itself. Built-in validation calls out nodes with no skill assigned, duplicated skills, and nodes no player could ever reach.A BOARD THAT READS AT A GLANCELocked skills sit dim. Skills you can afford right now pulse. Links fill outward from the prerequisite as progress flows through the tree, and learning a rank fires a burst of light. Hovering a node tells the player what it does and exactly why it is still locked: "Requires Frost Armor at rank 2", "Spend 3 more points in this tree", "Requires level 5". No mystery locks.GATES THAT MATCH REAL GAMESMix four kinds of requirement on any node. Prerequisites with AND or OR logic and a minimum rank. A points-spent tier gate, the classic talent-tree rule. A character level. And mutually exclusive groups, where taking one option visibly rules the other out. Refunds are checked against all of them, so a player can never strand a skill they already own — and when a refund is blocked, the tooltip says why.CLEAN UNDER THE HOODThe whole system is a plain C# model: ranks, points, prerequisites, refunds, change events. The UI is a separate, optional layer, so you can drive the model straight from gameplay code. Save and load to JSON, PlayerPrefs or a file. Ranks are stored against skill ids, so editing your graph later never corrupts an existing save.NO DEPENDENCIESuGUI and Unity's built-in font. No TextMeshPro, no Input System, no third-party packages. Every node shape, ring, glow and panel is generated procedurally, so there is nothing to import and everything stays crisp at any size. Works on Built-in, URP and HDRP.GET RUNNING IN 30 SECONDSTools > Quick Skill Tree Pro > Setup Window > Create Demo. Press Play and start spending points. Then open the Graph Editor and make it yours.Full C# source included.Visual node graph editor: drag to move, Alt-drag to link, right-click menus, cycle detectionAuto Layout in three shapes: rows (talent tree), columns (tech tree), radial (constellation)Built-in validation: nodes with no skill, duplicate skills, unreachable nodesKeyboard shortcuts: F frame all, Ctrl+N add node, Ctrl+D duplicate, Delete removeMulti-rank skills with a cost per rank, and links that can require a specific rankFour gate types on any node: prerequisites (AND / OR), points-spent tier gate, character level, mutually exclusive groupsOrphan-safe refunds and one-click full respec, with the blocking reason shown in the tooltipPure C# SkillTreeModel with change events; the UI layer is separate and optionalSave / load to JSON, PlayerPrefs or file, keyed by skill id so graph edits never break old savesPan and zoom board with tooltips showing tier, branch, rank, description and lock reason5 themes: Arcane, Constellation, Circuit, Ember, Verdant4 node shapes (circle, hexagon, diamond, square) and 3 link styles (straight, elbow, curved)13 sample icons included, tinted per skill tier or left as authoredUnlock burst animation and pulsing on skills you can currently affordonSkillRankChanged and onRespec UnityEvents for sound, VFX and stat hooksOne-click demo builder: canvas, panel, point counter, respec button, every node and linkZero dependencies: uGUI and Unity's built-in font. No TextMeshPro, no Input SystemRender pipelines: Built-in, URP and HDRP (the UI is pipeline independent)Unity 2022.3 LTS or newerFull C# source included, documented and commentedThe design, specification and verification criteria of this tool are our own, drawn from needs we hit in our own Unity projects. AI-assisted coding tools were used to accelerate writing the C# implementation.Every rule this asset enforces is verified by automated headless tests with hand-computed expected values, including deliberate negative controls where we break the code on purpose and confirm the tests catch it. For this package that covers prerequisite and gate evaluation, orphan-safe refunds, point accounting and the graph validation rules.All store images are real screenshots of the shipping tool running in the Unity Editor and real renders of the included demo scenes. No AI image generation was used in any marketing material.No third-party assets, models, textures or audio are included.

