23 production-ready Unity systems, drag & drop. No third-party libraries, only Unity's own packages. The free foundation every other UGTK package builds on.I build games for a living, mostly for clients. Every project needed the same things again: object pooling, timers, a loading overlay, a list that fills itself from data, containers that resize with their content. Every time, I rewrote them.UGTK Core is what I stopped rewriting. It is the foundation of a larger toolkit: 23 systems that share the same conventions, so they compose instead of colliding.Most of it is a component you drop on a GameObject; the rest is a base class or an extension method you call. Three managers — Php, Loading, Pause — come as prefabs: drag them into the scene once.WHAT'S INSIDE — 23 systemsFoundations• Singleton — the pattern done once: lazy lookup, auto-creation at runtime, duplicates destroyed, edit-mode safe. Add DontDestroyOnLoad yourself if it must outlive the scene.• Generic Component — a base class for components that belong to an owner object: the owner is resolved for you. The Movement Component here, and the gameplay components of the kits, build on it.• Interface Founder — find every MonoBehaviour in the scene that implements an interface.• Input Compat — the UnityEngine.Input API that keeps working whether the project runs the old Input Manager or the new Input System.Data• Database System — ScriptableObject-backed collections you fill in the Inspector and query in code.• Dictionary System — a key/value collection you edit in the Inspector and save in ScriptableObjects, on every Unity from 2022.3 (native dictionary serialization only arrived in Unity 6.6).• List Extension, GameObject Extension — the helpers you end up writing in every project.• Anchors Library — RectTransform anchoring presets, without the guesswork.Runtime• Pooling System — reuse instead of instantiate, configured from the Inspector.• Timing System — timers, delays and repeats, driven from Update: no coroutines.• Activation System — switch groups of objects on, off or toggled from one call, with a timed variant that reverts by itself.• Movement Component — constant-speed movement in a direction, with start/stop/speed events, optional bounds (coordinates or a collider) and pause support.• Pause System — a pause that stops what should stop and resumes it in order.• Time Online System — reads the current time from a public time API instead of the device clock, so a player cannot skip a cooldown or a daily reward by changing the date. The base URL is a static field in code, so you can point it at your own endpoint.• Copy Paste System, Randomic List Elements — small things used twenty times a project.Interface• Dashboard (core) — the base for data-driven lists: subclass it with your item type, and pooling, layout and add/remove are already handled. Ready-made table and list dashboards are in the UI kit.• Layout AutoResize — vertical, horizontal and grid containers that grow and shrink with their children, scroll views included.• Slider System — a UI slider that animates to the value you give it, by speed or over a fixed time, with start/end events.• Text Updater — pick a field in the Inspector and the label follows it. No glue code.• Loading System — a loading overlay whose bar you drive with real numbers: split the work into weighted steps and report each one, or let it fill on a timer when there is nothing to measure.Server• Php Connection System — a base component for posting a form to your own PHP endpoint: URL resolution, one-request-at-a-time guard, optional polling, loading screen and success / failure / offline events. You write the PHP; the full toolkit ships ready-made endpoints and the SQL schema.WHAT YOU NEED• Unity 2022.3 or newer. Built-in and URP; WebGL and mobile are first-class.• Unity UI (com.unity.ugui) with the TextMeshPro essentials — every Unity template project already has it.• Input System (com.unity.inputsystem), from Unity's own registry, free. Unity asks to switch the active input handling and restart the editor when you add it: say yes.• No third-party libraries. On the first import a small check tells you if one of the packages above is missing and offers to install it.• Time Online System needs an internet connection: it queries the free public API timeapi.io (no key). The base URL is a static field in code, so you can point it at your own endpoint that answers with the same JSON.WHY IT IS FREE, AND STAYS FREEIt is the base. The UGTK kits I am bringing to the Store declare this package as a dependency and share its GUIDs, so you install it once and never end up with two copies of the same code in your project.DOCUMENTATIONEvery system is documented with GIFs of the steps, not a wall of text: https://ugtk.fantasyrolldice.itSUPPORTmarcellodebonis.work@gmail.com — I answer.The systems themselves (the C# code, prefabs and scenes) were written by hand over years of client projects. AI was used in two places: the brand illustrations (the cat mascot and the cube scenes) that the key images and screenshots are composed from were AI-assisted, and an AI coding assistant helped draft part of the packaging tooling and this listing text, all reviewed and edited by the author.


