Quick Combat Feedback Pro
Krykftn | Advanced Editor Tools & Systems
$5.49
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Damage numbers, hit stop, screen shake and hit flash — all tuned live inside the editor window, without ever entering Play mode. One call from your combat code. 5 genre presets. No dependencies.Combat feel is tuned by feel, and every tweak costs you a Play-mode round trip. Change the punch, press Play, wait for the domain reload, walk to the enemy, swing, squint, decide it was wrong, go back. Twenty times an hour.Quick Combat Feedback Pro puts the whole thing inside an editor window. Damage numbers fly, the game freezes on the hit, the camera kicks and the target flashes — all animating in the window while you drag the sliders. No Play mode. No domain reload between two tweaks. Drag Punch while numbers are still in the air and they change under your hand.The preview is not an approximation of the runtime. It calls the exact same FeelMath functions your build calls, so what you tune is what ships. Even the scale-and-opacity curve drawn in the panel is sampled from that same code rather than redrawn by hand.WHAT YOU GETLive in-editor preview — numbers, hit stop, screen shake, target flash and the stacking rules, all animating off EditorApplication.update. Play mode is optional, not the workflow.Damage numbers that read — four motion paths (rise, arc, burst, drift), a punch-then-settle scale curve, outline, per-hit-kind colour and size, prefixes and words like MISS or BLOCKED.Hit stop — the freeze that makes a hit land. It scales with damage, so a chip hit taps and a finisher stops the world, and it is capped at your full-strength damage so a 9999 crit cannot lock the game up. Runs on unscaled time and restores your previous timeScale rather than stomping it to 1.Screen shake with trauma — squared falloff, positional and roll, composed on top of your own camera-follow code by removing last frame's offset before adding this frame's. Per-hit-kind multipliers, so a heal never shakes.Target flash — sprites, meshes and uGUI graphics, through MaterialPropertyBlock, with the original colours restored afterwards. No material instances leaked into your scene.Smart stacking and merging — rapid hits on the same target fan out instead of overlapping, and hits inside the merge window add into the number already on screen. A 12-hit combo reads as one growing total instead of twelve labels fighting for the same pixels.Five genre presets — Arcade, Souls, Fighting, Idle RPG and Minimal. Each one starts from the same baseline and overrides what makes it different, so switching between them can never leave a stale slider behind.Pooled and allocation-free — labels are reused, nothing is instantiated per hit, and the overlay canvas is created for you on first use if you have not made one.Pure-C# core — FeelMath is static, deterministic and MonoBehaviour-free. Call it from your own VFX, your own UI, your own tools.No prefabs, no textures — every sprite is generated at runtime. Nothing to re-link, nothing to break when you upgrade.INTEGRATION IS ONE LINEusing Krykftn.QuickCombatFeedbackPro;CombatFeedback.Damage(enemy.position, 240f);CombatFeedback.Critical(enemy.position, 932f, follow: enemy);CombatFeedback.Heal(player.position, 45f);CombatFeedback.Miss(enemy.position);Or drive the pieces yourself:director.Show(worldPosition, amount, CombatHitKind.Blocked, follow: enemy);director.AddTrauma(0.6f);director.Freeze(0.08f);No prefab to place, no canvas to build, no manager to wire.TRY IT IN 30 SECONDS1. Import the package.2. Tools > Quick Combat Feedback Pro > Setup Window, then Create Sample Profiles.3. The Feel Preview opens on Arcade. Press CRIT — the number pops, the stage freezes for a beat and the camera kicks, right there in the window.4. Press COMBO x8 and watch the numbers stack instead of piling on top of each other.5. Switch the preset to Souls and press CRIT again. Same call, completely different game.REQUIREMENTSUnity 2022.3 LTS or newer. uGUI and TextMeshPro, both of which ship with Unity and are in every standard template. If either is missing the package switches itself off instead of throwing compile errors, and a one-click setup window installs them along with TMP's essential resources. No third-party packages, ever. Built-in, URP and HDRP.Namespace: Krykftn.QuickCombatFeedbackProFull C# source included. No DLLs.Live in-editor preview: numbers, hit stop, shake and flash animate while you drag the sliders, no Play modeDamage-scaled hit stop on unscaled time, capped at full strength, restores your previous timeScaleTrauma-based screen shake with position and roll, composed on top of your camera-follow codeTarget flash for sprites, meshes and uGUI via MaterialPropertyBlock, colours restored afterwardsMerging and stacking so a 12-hit combo reads as one growing number instead of twelveFour motion paths and per-hit-kind colour, size, prefix and labelFive genre presets: Arcade, Souls, Fighting, Idle RPG, MinimalPooled and allocation-free, with the overlay canvas created for youPure-C# deterministic FeelMath core you can call from your own effectsNo prefabs, no textures, no third-party dependencies. Built-in, URP and HDRPUnity 2022.3 LTS or newer. Full C# source, no DLLs

