Recipes, a craft queue and a sub-recipe planner - plus an audit that finds the duplication loops players will exploit.uGUI and plain C# only, so the asset never touches the render pipeline: the same package runs unchanged on Built-in, URP and HDRP. No shaders or materials ship with it; every UI sprite is generated in code. The one requirement is com.unity.ugui, and both assemblies are version-gated, so a project without it still compiles with zero errors.Quick Crafting Pro is a complete crafting system for Unity: items, recipes, a timed queue, and a planner that turns "make one sword" into every intermediate craft it implies.It also does something no other crafting asset does. It reads your recipe data back and tells you what is wrong with it.WHY THE AUDIT MATTERSCrafting bugs are not code bugs. They are data bugs, and they hide because every recipe looks reasonable on its own.Pack 4 ingots into a block. Unpack a block into 5 ingots. Both recipes are fine. Together they are an infinite money loop, and a player will find it on day one.Quick Crafting Pro follows every craft-and-craft-back round trip and multiplies the yield ratios around it. A result of 1.00 or more means the loop hands back at least what it took. The audit prints the loop, the multiplier and the recipes involved.It finds the rest of the family too:- Items used as an ingredient that no recipe produces and nothing marks as raw, so the player can never get one- Chains that close into a loop, printed as the loop: Glue to Resin to Glue- Recipes that return more of their own input than they consume- Recipes that can never succeed, recipes that make something out of nothing- Duplicate ids, which matter because saves are keyed on the id- Station tags that differ only by case- The full raw-material bill, craft count and total time behind every craftable itemEvery number is computed from the recipes themselves, never copied from a setting. That is the only reason the report can disagree with what you believed, and disagreeing is the point.CRAFTING THAT BEHAVES- Sub-recipe planner: one button resolves a recipe down through its tree and queues the sub-crafts in order, tracking surplus so a recipe that yields 2 planks when 1 is needed leaves the spare in the plan- Timed queue: cancelling refunds exactly the unit in progress, because ingredients are paid when a unit starts- It stops loudly: a queue that cannot start says why instead of retrying in silence- Seeded success rolls: the random source is a struct the model owns, not UnityEngine.Random, so a run replays exactly from its seed- Byproducts, station tags, unlock gates, per-recipe success chance and consume-on-failure- Save and resume: queue, unlocks and random state in one JSON string; a craft that was in progress resumes instead of paying twiceTHE PANEL- Searchable recipe list showing how many of each recipe you can make right now- Ingredients measured against what your inventory actually holds, in green and red- Queue with live progress and per-job cancel- Five themes: Midnight, Forge, Grove, Arcane and Paper, or save your own as an asset- Every sprite is generated, so the asset ships without a single texture file- Built at edit time by the same code that runs at runtime, so the panel is finished before you press PlayYOUR INVENTORY STAYS YOURSImplement ICraftInventory - Count, CanFit, Add, Remove - on any component and Quick Crafting Pro drives your own inventory. SimpleCraftInventory is the built-in implementation and the reference. No singletons. No required scene setup. The model is plain C# and can be unit tested without a scene.ZERO DEPENDENCIES BEYOND uGUINo TextMeshPro. No Input System. No third-party packages. If uGUI itself is missing the tool switches itself off rather than filling your console with errors, and a one-click Setup window installs it.Verified by compiling into a bare Unity 2022.3 project: zero errors with uGUI absent, zero errors and zero warnings with it present.Unity 2022.3 or newer. Works with the Built-in Render Pipeline, URP and HDRP - the asset is uGUI and plain C#, so the pipeline does not matter.Requires com.unity.ugui. No other dependencies: no TextMeshPro, no Input System, no third-party packages.Runtime and Editor assemblies are separate (Krykftn.QuickCraftingPro and Krykftn.QuickCraftingPro.Editor) and both are version-gated, so the package imports into a project without uGUI with zero compile errors. A dependency-free Setup window installs the missing package in one click.Full C# source included. No DLLs.Items, recipes and the database are ScriptableObjects, so you can version them like any other asset.The crafting model is plain C# with no MonoBehaviour requirement; CraftingStation is a thin scene wrapper over it, and ICraftInventory has four methods so you can drive your own inventory.Save format is JsonUtility-friendly and documented.Includes documentation, a README, and a one-click demo (items, recipes, inventory, station and panel), plus a deliberately broken demo database so you can watch the audit catch real mistakes.

