Compilation of Essential Scripts:
Leverages the use of Unity Event - to make a game right in the Inspector.
Or just if you are tired of writing the same logic all over again.
Make boilerplate simpler.Now supports 2D, including KinematicFalseTimer.cs.(In 2D uses bodyType, deprecated isKinematic of 2D is not supported).Typical use case:Lack of basic trigger interactions, collision sounds, setting off physical objects to fall.Versatile use of Unity Events (e.g. OnTriggerEnter modify/call anything that is public from any script in the Scene, including built-in ones)About:A pack of scripts (~25), each under 100 lines of code (with exclusions).Zero complexity. (excluding rare "Intermediate", "Advanced" simple parts)No character controller.Trigger "async" scene load with optional delays.Contains PDF documentation, which explains some stuff (not every step, though).Potential issues when modifying the code:Tasks without null checks (don't remove them) on error can set for e.g. isKinematic to false. ("Task" can change state of an object in editor during errors if there is no null check. Rigidbody in this case).Key features:A documentation that isn't is just a table with list of variables (mostly)Name Modifier for Editor Hierarchy - Get an ability to bulk delete name parts and add prefix, suffix. (Now at: "Tools/Game Objects/Name Modifier"CollisionSoundHandler.cs - The 3D Collision "_audioSource.Play" and "pitch" randomizing script (a "lifesaver" in a single audio clip case).CollisionSoundHandler2D.cs - get rid of redundant "...Play()" from 2D collisions nearly on the same place (the distance is customizable).Bunch of timers to toggle gO's and their components (including async version).LightFlicker.cs - to make that spooky horror/broken lamps flicker.SecurityCameraDisplay.cs - output camera to a material and put in on a quad/plane, customize resolutionTriggerLoadScene - to load a scene (handles both 3D and 2D "OnTriggerEnter").UnityEvent to do basic manipulations with any scripts on the scene or just the GameObjectYou can load scenes like its 2000's! With ThreadSleep() or a bool check in TriggerDraggable panel for UI with protection from out of bounds, darken text OnPointerEnter()Create TextMeshPro UI Toggle instead of still "Legacy" in new list in the same context menu in the hierarchy.And more!Starts:Make an explosion (e.g. in your instantiated object or after UnityEvent enabling object, etc.).Lock your cursor on game start (doesn't touch visibility, can conflict with other packages).Target your framerate to prevent waste of GPU resources (especially in Windows builds).New:At the end of 2025, AIs (Chats, etc.) make much less errors, at least in "Think" mode.(I'm still died doing Asset Store page and text editing)You can skip what is below, main rule (learnt in Blender API), especially not in Unity C#:1. Always give previous code, then give the fixed AI code to AI again, so he won't forget what to fix next/improve, lose parts.I gave it prompts and it gave me a script that I still need to fix and add namespaces, with hallucinating if you don't correct him every time with additional prompts and adding some contextual prompts because of everything getting deprecated in newer Unity versions.It usually started like "make me a script to throw boots at the wall. Try your best". Even when I created a context prompt with "Only code, only comments, no explanation".Making this applicable for the asset store took me 3 days (21h) than to just get the working good enough variants underhood, for just an 1 hour (if I knew the list of scripts already) and keep it for myself.( Experimented making the same from scratch after finishing this asset and gave it "best" "rename on need" in prompt, I got the same goals scripts with even more code (-4, the similars got into 1 couple'o times), each is 200+ lines of code mess, except 3.(Okay, tested, the first is okay (Collision sound) but 4 already (each 200+ ln's) is buggy, so probably all other are like that).Took 54m, excluding opening Unity, creating folder for them. So my assumption was almost correct (because of "best" that made it do 200+ lines with bugs, probably would be okay if didn't juice it over 100+ lines, though some concepts're good enough but need fixing). )P.S. I didn't do the PublicFloat, though