Drop-in card system for Unity GUI. Fan hands, drag-and-drop, attacks, flips — edit from Inspector or extend with code. Build TCGs, deckbuilders, and poker games in minutes, not days.Stop building card systems from scratch. Card Controller Pro gives you everything you need to add polished, animated card gameplay to your Unity project — without writing a single line of animation code. And when you're ready to go deeper, extending it with your own code is just as easy.Drag a prefab. Pick animations from dropdowns. Ship your card game. 🚀Whether you're building a TCG, a deckbuilder like Slay the Spire, a poker game, or anything in between — Card Controller Pro handles the hard parts so you can focus on your game's unique mechanics. 🃏✨📦 What You Get🔹 Hands that look right, instantly. Arrange cards in a straight line or a curved fan. Control spacing, scale, and stacking. Cards automatically reposition and animate when added or removed.🔹 Drag-and-drop that just works. Players can pick up cards, reorder them in hand, and drop them onto zones — all handled for you. Cards smoothly slide aside during reordering and snap back if dropped outside a valid zone.🔹 Attack targeting with a single setting. Set a card's type to "Attack" and it automatically shows a dotted targeting arrow on drag. Release over a valid target to trigger your attack animation. No raycasting code needed. 🎯🔹 20+ built-in animations, zero code required. Every animation — place, attack, hover, pickup, select, use, and hide — is chosen from an Inspector dropdown. Mix and match freely:Place: Swirl, Slide, Fade In, From Below, Custom Curve, Custom DOTweenAttack: Arc, Quick Dash, Fade Teleport, Impact Strike, Custom Curve, Custom DOTweenHover: Scale Up, Punch Scale, Shake Rotation (2D & 3D)Pickup: Scale Up, Punch Scale, Shake Rotation, TransparencyUse: Dash, ShakeHide: Fade Out, ShrinkNeed your own animation? Write one class, add one attribute, and it appears in the dropdown automatically. Full DOTween and AnimationCurve support built in.⚙️ Easy to Extend With CodeCard Controller Pro is designed to get out of your way when you need custom behavior. Two clean extension points make it simple:Subclass CardData — override virtual methods like OnAttackHit, OnPlaced, or OnUsed to add game-specific logic directly to your card types. A fireball that deals damage, a heal spell that restores health, a trap that triggers on placement — just override a method.Subscribe to Action events — hook into any card's lifecycle from external systems. Perfect for score tracking, sound effects, UI updates, or any logic that doesn't belong on the card itself.Adding a new animation takes one [Serializable] class and one [AddTypeMenu] attribute. It auto-discovers and appears in the Inspector dropdown immediately — no registration, no boilerplate. 🛠️🤖 AI-Ready — Let Your Agent Write the Code For YouCard Controller Pro ships with a comprehensive CLAUDE.md file — a complete architecture reference designed specifically for AI coding agents. Feed it to Claude, Cursor, Copilot, or any AI assistant and it will understand the entire system: every component, every API, every extension point.Want a new card type that chains lightning between enemies? A deck-building system with energy costs? A discard pile with reshuffling? Just describe what you want — your AI agent already knows how Card Controller Pro works and will write the code for you. It's like having a second developer who has read every line of the source code. 🧠💻🎴 Built For Real Card Games5 card types — Place, Attack, Use, Targeted Use, and Static — each with distinct drag behaviorDrop zones that auto-show during drag and handle card transfers between groupsCard flipping with animated Y-axis rotationCard selection with visual indicators and selection queriesCard health system with damage, healing, death events, and auto-cleanupSpring physics for satisfying drag wobbleCursor tilt that makes cards feel alive in handBatch card dealing with configurable delays and animations"Placeable from hand" system — attack cards behave as place cards when dragged from the player's hand, then function as attackers on the board🏗️ Developer-Friendly ArchitectureEvery behavior is driven by ScriptableObject data assets and the Strategy pattern. Swap animations, change card types, and tweak every parameter without touching code. When you do need code, the API is clean, documented, and built to be extended — not fought against.Includes demo scenes showing TCG gameplay, poker-style dealing, and Balatro-inspired card selection — so you can see exactly how everything fits together. 🎮Unity Version: Unity 6+Render Pipeline: Works with URP, HDRP, and Built-inUI System: Canvas / UGUI (RectTransform-based)Dependencies: DOTween or DOTween Pro (Demigiant), Unity Input SystemThird-party included: SerializeReferenceExtensions (MackySoft) — vendored, no extra install neededCore Components:Card — Single card controller (pointer events, drag, flip, tilt, targeting, spring physics)CardGroup — Hand/zone manager (fan & straight layout, hover routing, card ordering)CardData — ScriptableObject data container with animation slots and virtual lifecycle hooksCardDropZone — Drop target for moving/using cards between groupsCardGroupInitializer — Inspector-driven batch card spawning with delaysCardHealth — Health tracking with damage, healing, and death eventsDynamicArrow — Pooled dotted arrow for attack/targeting visualsAnimation System:7 animation categories (Place, Attack, Hover, Pickup, Select, Use, Hide)20+ built-in animation implementationsAll selectable via Inspector dropdowns — no code neededExtensible: implement one interface + one attribute to add custom animationsFull DOTween and AnimationCurve supportGlobal unscaled time setting for pause-menu compatibilityCard Types: Place, Attack, Use, Targeted Use, Static📦 Included:3 card prefab variants (Standard, TCG, Balatro-style)Multiple demo scenesFull source code (no DLLs)Complete documentationCode: ~2,500 lines across core scripts. No assembly definitions required (optional setup guide included). Namespace-safe for integration into existing projects.The graphical assets for the Demo scenes are AI-generated.Parts of code are AI-generated.


