Status Effect System - Buffs, Debuffs, DoT & Stat Modifiers
Faven Games
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Buffs, debuffs, damage over time and stat modifiers. Six stacking policies, snapshot scaling, diminishing returns, save mid-effect. Deterministic, art free, full C# source.Buffs, debuffs, damage over time and stat modifiers for Unity. Add one component, push your existing numbers in, and read them back where you already read them.What it doesSix stacking policies per effect, pooled globally or kept per attackerFlat, Increased, More and Override modifiers in a defined orderSnapshot scaling, so buffing a caster does not strengthen poisons already tickingDiminishing returns, so repeated crowd control gets shorter then stops landingTags drive cleanse, dispel, blocking and immunity with no hard-coded listsFollow ups on expiry or on dispel, so a defused bomb does not detonateSaves and loads mid-effect with stacks, timers and frozen scaling intactDeterministic, so you can drive it on your own clock for replaysWhat's includedDrop-in uGUI status bar with stack counts and radial timersSimulator, Validator, Debugger and Setup editor windowsSelf building demo, full C# source, documentation in the packageRequirementsUnity 2021.3 or newer. No third-party SDK. TextMesh Pro not required.Supportinfo@favengames.com (documentation is included in the package)Pure C# with no third-party dependencies and no bundled DLLs, split into Runtime, UI, Editor and Demo assembly definitions under the FavenGames.StatusEffects namespace. The core Runtime assembly does not reference uGUI, so the optional status bar lives in its own assembly and nothing pulls UI into a project that does not want it. Render pipeline independent across Built-in, URP and HDRP because the package is logic only with no shaders, and it works the same in 2D and 3D. Effect instances are pooled and the modifier pipeline caches, so a steady state costs no allocations. Timers can be driven automatically by a single shared update loop or by hand with a fixed delta for lockstep and replay, in which case the same sequence of deltas always produces the same result. Saves reference assets by stable id rather than object reference, so they survive reimports, and an effect removed from the game is skipped with a warning instead of failing the load. Authored in Unity 2022.3 LTS, minimum 2021.3, compatible with Unity 6. Documentation is included in the package files.





