A complete, modular 2D platformer foundation: a character controller with AAA game feel (coyote time, wall jump, dash), enemies, health, collectibles, platforms and HUD. Build levels, not boilerplate.ender pipeline agnostic: pure C# gameplay code, sprites and UGUI/TextMeshPro UI - no custom shaders or materials. Works out of the box in Built-in RP and URP (incl. 2D Renderer). Demo sprites use the default unlit sprite material; switch them to Sprite-Lit-Default to react to URP 2D lights. HDRP: code works, but HDRP is not intended for 2D - use Built-in or URP. No conversion steps required.2D Platformer Toolkit gives you everything a classic side-scrolling platformer needs — so you can start building levels on day one.The heart of the package is a character controller tuned like the genre's best: a designer-friendly jump model (set jump height and time-to-apex — gravity is derived for you), coyote time, jump buffering, variable jump height, apex hang-time, snappy turn acceleration, corner correction, wall slide & wall jump, dash, crouch, ladder climbing, one-way platform drop-through, squash & stretch and invulnerability flicker. Every assist can be toggled and tuned in the inspector.Around it you get complete gameplay systems: health & contact damage with knockback, hit-stun and freeze-frames; stompable walking and flying enemies; coins, keys and health pick-ups; checkpoints with automatic respawn; moving, falling and one-way platforms; springs, kill zones, locked doors, projectile turrets, level exits, a follow camera, pause handling and a ready HUD (coin counter + heart display).Fully customizable and built to be extended. Every value is exposed with tooltips, every system fires UnityEvents (hook up sounds and particles without code) plus C# events for programmers. Clean namespaced API, XML-documented, in its own assembly definition. The Collectible base class and IDamageable interface make new pick-ups and damage sources a few lines of code.Ideal for classic action platformers, GBA-style games, metroidvanias and precision platformers — but the motor is input-agnostic, so AI characters and cutscenes can drive it too.Includes a playable demo level exercising every component, a Getting Started guide with recipes, and first-party pixel-art sprites. Demo terrain art by Kenney (CC0, licence included). No third-party dependencies.-- -- --University of Games small research center for indie game developers. This place has always beed dedicated for everyone to share passion, knowledge and adventures in game industry. I wish it would become home to in-depth explanations and ready to use solutions which help you solve problems and growth. Thanks to your donations we can create even more content and support developers, students and teachers all over the world.Character controller:Physics-based motor (Rigidbody2D) with rigidbody-cast ground detection — no slippery wall-sticking, no tunnelingJump defined by height + time-to-apex; gravity derived automaticallyCoyote time, jump buffering, variable jump height, air (double) jumpsApex hang-time & boosted air control, fall gravity multiplier, max fall speedWall slide, wall jump (with input lock), dash with cooldown, crouch with collider resize, ladder climbing, drop-through one-way platformsCorner correction — clipped jumps slide around platform edgesSquash & stretch scaled by landing impact; damage flicker (i-frames)Gameplay systems:Health with invulnerability window, knockback, hit-stun, global hit-stopWalking & flying patrol enemies, Mario-style stompingCoins, keys, health pick-ups + extensible Collectible baseCheckpoints, respawn with fall limit, moving/falling/one-way platforms, springs, kill zones, locked doors, projectile launchers, level exitsFollow camera (smoothing, look-ahead, bounds), game pause, HUD widgetsPackage:34 runtime C# scripts in a dedicated assembly definition, namespaced (PlatformerToolkit.*), XML-documented, tooltips on every fieldUnityEvents + C# events on all systemsUnity 6000.0+, built-in Input Manager, UGUI + TextMeshProRender pipeline agnostic (Built-in & URP out of the box)No third-party dependencies; demo terrain art CC0 (Kenney)Playable demo scene + documentation with setup recipes




