Build complex, branching melee combos without code. Features a node-based data editor, frame-perfect hit feedback, and input-agnostic logic. RPG readyBuild Combat Logic, Not State Machines.The -Ultimate Melee & Skill System- is a production-ready framework designed to bridge the gap between animation and gameplay logic. Instead of hard-coding complex Animator transitions or managing messy state machines, this system treats every attack as a ComboNode (ScriptableObject).This allows designers to build, reorder, and tweak combo chains purely through data, while keeping the core logic separated from the visual model.Why this system?- Logic/Visual Separation: The system uses a "Logic Parent / Visual Child" hierarchy. You can swap your character mesh (skins) instantly without breaking your combo logic.- Designer Friendly: Adjust "Input Windows" and "Damage Frames" using normalized sliders (0.0 to 1.0). No need to open the Animation window for every tweak.- Input Agnostic: Powered by an IInputProvider interface. Works out-of-the-box with the Old Input System, but can be connected to the New Input System or Rewired in minutes.Key Features:- Node-Based Combo Trees:Create infinite branching attacks ( Light > Light > Heavy) by simply dragging assets into slots.- "Game Feel" Built-in: Includes Hit Stop (Freeze Frames) and Camera Shake (Frame-based or Duration-based) to give weight to impacts.- Smart Auto-Targeting: "Soft Targeting" logic automatically rotates the player towards the nearest enemy during attack execution.- Dynamic UI Support: Visual Type system (X/O icons) and Event Hooks (OnComboStepChanged) make building HUDs and Combo Counters trivial.- Floating Damage Numbers: Integrated high-performance UI spawning using TextMesh Pro.- Production Content Included: Comes with 39 high-quality animations pre-configured into 5 distinct combo styles.Workflow: How to add a new move?1. Right-click and create a ComboNode2. Enter the Animation State name and define the Fluidity Windows (Input Start/End).3. Add it to the "Possible Links" list of a previous node.4. Done. The system handles the transition logic automatically.Code Access:Full C# source code is included. The system is designed with extensibility in mind using interfaces like IDamageable and IInputProvider.Need Smart Enemies to Test Your Combos?Stop fighting rigid, predictable state machines. Integrate the [https://assetstore.unity.com/packages/tools/game-toolkits/ultimate-combat-ai-behavior-system-375414]. Featuring a modular GOAP architecture and a Squad Coordinator, it provides paced, tactical, and cinematic combat encounters that perfectly complement your advanced melee combos.- Unity Version: 2021.3 LTS or higher.- Render Pipeline: Pipeline Agnostic (Built-in, URP, and HDRP supported). Visuals rely on standard Particles and Canvas UI.- Included Assets: 39 Animations (FBX) & 5 Demo Combo Presets.- Dependencies: TextMesh Pro (Essential for Damage Popups).- Input: Includes a default Keyboard Controller. Easily extendable to Gamepads/New Input System via Interface.




