Plug & play system for creating & managing generic quantities representing resources (e.g., health, mana, ammo, currency, etc.) or progress (e.g., score, experience points, character level, etc.).Although the core functionalities of the package are agnostic to the render pipeline in use, some materials in the provided sample scenes will need to be adapted to the render pipeline in use.Simple to use yet customizable & extensible standalone quantity system designed with MOBA/RPG/MMORPG-like games in mind, but nonetheless suitable for most any game wherein keeping track of finite capped resources (e.g., health, mana, stamina, etc.) or progress towards some delayed event (e.g., accumulating experience until leveling up, casting a spell, etc.) is required.NOTE: Although this is a standalone package, it is also a dependency for the Minimalist Bar System & Minimalist Ability System packages.Features:an extensible Unity Event-/Action-based Quantity System for managing and broadcasting resource / progress changes to any and all Quantity Subscribers (e.g., Labels, Bars, Abilities, etc.);optional & parameterizable accumulating or depleting Passive Dynamics on each Quantity (e.g., health regeneration, fury decay, gradual progress, etc.);a Quantity prefab for ease of setup, as well as 7 Quantity presets (Health, Mana, Fury, Experience, Level, Cast and Currency) to get you started.Upcoming:ability to add / remove Active Dynamics to any Quantity (e.g., these could act as "heal per second" or "damage per second" effects if added to a Quantity representing Health);Tooltip System for displaying quantity info on mouse hover;suggestions are welcome:)Sample scene:Simple demo with a controllable player character (with health, mana, fury, cast, level, currency and experience quantities, and corresponding HUD as well as world-space labels), three allies and one enemy (all of which with health quantities and world labels). In this scene, hail falls from the sky continuously, and each hit causes a fixed decrement to the hit character's health quantity. Health continuously regenerates by a flat amount per second and Mana regenerates periodically by an amount that scales with its capacity. Fury decays passively but increases by a fixed amount each time the player is hit by a hail particle, acting as a movement speed modifier (the more of it the player has, the faster the player moves). Pressing the space bar will make the player start casting a healing spell (contingent on having enough mana to do it) that once finished, heals all nearby allies by a fixed amount. Additionally, each successful heal leads to a fixed gain in experience points. Once the experience bar is full, the player "levels up" and its health and mana pools increase. Note that the scripts used in this sample scene are not the central focus of this package, and so were not designed nor implemented with the same care as those controlling the main functionalities of the package.This asset uses the Share Tech Mono font under the Open Font License (OFL).Cheers,FlipeNumber of textures: 0Number of meshes/prefabs: 1