Infinity Combo Editor: Visual Combo Graph + Player Combo Forge
Circlesgames(assets department)
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Visual combo graph editor with runtime execution and safe Player Combo Forge. Design complex combat combos, timing windows, and attack payloads without burying logic in scripts.Infinity Combo EditorVisual Combo Graph + Player Combo Forge for UnityStop burying your combat logic in scattered scripts, animation events, and hard-coded chains.Infinity Combo Editor gives you a clean visual graph to design moves, connect transitions, define timing windows, attach real combat data, validate unsafe routes, and export solid runtime data your game can actually execute.Built for • Action games • Fighting systems • RPG combat • Hack-and-slash • Ability chains • Any project with meaningful combo sequencingCore featuresVisual node-based combo graph authoringFull runtime execution through ComboGraph + ComboManagerTiming windows, input buffering, hold/release, and perfect timingPlayer Combo Forge let players create or customize approved routes without breaking your gameStrong validation that catches broken links, unsafe loops, missing data, and risky setupsComplete combat payload system (damage, stun, knockback, launch, hit timing, VFX, SFX, projectiles, spawns)Hitbox, hurtbox, health, and damage receiver componentsContext keys and conditional transitionsAccessibility profile (input leniency + timing forgiveness)Legacy Input + New Input System supportAnimator Controller import utilityRuntime pooling and feedback systems2D & 3D sample generatorsFull offline HTML manual, field reference, and integration checklistPlayer Combo Forge -- the real differentiatorYou keep full control over damage values, locked moves, asset references, and safety limits. Players only work inside the boundaries you define. Perfect for unlock systems, training rooms, build-crafting, or controlled player creativity.What this is not:Not a full game template. Not a character controller. Not an AI combat brain. Not a one-click fighting game generator.It gives you the graph, the runtime structure, the validation, the samples, and the safe Player Forge foundation. Your game still owns the controller, enemies, balancing, UI, and final production tuning.CompatibilityOfficially tested on Unity 2022.3 LTS and Unity 6000.x (2021.3 LTS legacy support where possible). Works with both the Old and New Input System.Visual combo graph editorNode-based combo authoringRuntime combo graph executionRuntime ComboManagerComboMove and ComboTransition data modelInput timing windowsBuffered input supportManual input source supportLegacy Input supportNew Input System workflow supportCombo input profilesInput signal loggingPrompt HUD supportRuntime ComboLab UI foundationsPlayer Combo Forge runtime customizationPlayer overlay validationOverlay save/load supportOverlay sharing/import supportDeveloper-authored safety rulesLocked move supportMove unlock source supportPlayerPrefs unlock sourceContext keys and conditional transitionsCombo condition systemPerfect timing rulesCombat attack profilesDamage receiver interfaceCombo health componentHitbox controllerHurtbox componentProjectile supportSpawn profile supportKnockback and launch valuesBlock/parry fieldsVFX and SFX hooksCombo juice/feedback profilesAccessibility profileInput leniency optionsChord relaxation optionsTiming forgiveness optionsRuntime pooling helpersRigging cue profile supportAnimator import utilityGraph validationSanity validatorPreview windowOnboarding hubSample/demo scene generators2D and 3D sample supportBranching combo demo supportAir combo demo supportLocked move demo supportProjectile demo supportPrompt HUD demo supportOffline HTML manualField reference documentationTroubleshooting documentationThird-party license notices includedOfficially tested on Unity 2022.3 LTS and Unity 6000.xLegacy support for Unity 2021.3 LTS where possibleAI was used to help reconstruct and expand a combat system originally developed for one of my major games. The final architecture, safety systems, and production implementation were directed and refined by the developer.

