Pulse Health is a lightweight, event-driven and extensible health system for Unity.
Designed to be simple to use yet powerful, it supports damage types, modifiers and designer-friendly UnityEvents.GUIDEPulse Health is a clean, modular, and extensible health framework designed to fit a wide variety of Unity projects without enforcing specific gameplay rules or assumptions.Instead of providing hardcoded mechanics, Pulse Health focuses on flexibility and composability, allowing developers and designers to build their own damage, healing, and feedback systems on top of a solid and reliable core.The system is fully event-driven and includes a modifier interface that allows damage and healing values to be adjusted dynamically at runtime.✨ Key FeaturesSimple Public APIApply damage or healing with a single line of code:health.Damage(10f);health.Heal(20f);No boilerplate, no dependencies.Advanced Damage & Healing Data (Optional)For more complex scenarios, the system supports using a data object to pass additional context such as:Damage or heal amountSource (attacker, ability, item, environment)Hit position or directionCustom flags or metadataThis allows advanced gameplay logic without forcing complexity on simple use cases.Extensible Modifier SystemImplement IHealthModifier to dynamically modify incoming damage or healing at runtime.Common use cases include:Armor and defenseDifficulty scalingBuffs and debuffsTemporary invulnerabilityGlobal or local multipliersModifiers are fully optional and can be stacked or removed dynamically.Event-Driven ArchitectureReact to health changes using C# events or UnityEvents:Damage receivedHealing appliedHealth changedDeath triggeredThis enables clean separation between health logic and gameplay feedback.Designer-Friendly UnityEventsWithout writing code, designers can:Trigger animationsPlay soundsSpawn VFXCall other systemsAll directly from the Inspector.Generic Health Bar Listener (Optional)An optional UI listener is included and fully configurable.Supports:Main health barDelayed health bar (Souls-style)Current health textFloating damage and heal textAll UI elements are optional and can be mixed or omitted freely.Example Feedback Scripts IncludedClear and well-commented example scripts demonstrate how to react to:DamageHealingDeathThese examples are not required and exist only to demonstrate best practices for event-based feedback.Clean, Modular & Non-IntrusiveNo hardcoded UINo player-only logicNo genre-specific assumptionsAll systems are optionalEasy to integrate into existing projectsPulse Health adapts to your game — not the other way around.




