Introduction

GASify - Gameplay Ability System for Unity

A Gameplay Ability System (GAS) is a framework/toolkit to create any game mechanic.

A GAS is like a collection of gears to build any kind of Ability. It uses Attributes, Tags, Effects and Modifiers to model any imaginable interaction.

You can build MMO/Action RPG abilities, crazy roguelike upgrades/effects, soulslike poise/stamina/dodge/animation synced systems and immersive sim objects and elemental interactions.

GASify is inspired by Unreal's Gameplay Ability System.

Features:

Networking/Multiplayer.

Mirror integration with ability Prediction and Replication!

Input Buffering

Buffers any ability that cannot activate immediately and keep retrying to 
activate it for a brief moment.

Very performant.

Nothing runs on Update().
Handles up to 200k ability activations per second.

Easy workflow.

Setup abilities/effects via editor.

Full source code.

Modify anything to your taste.

Examples:

  • A spell ability that lasts 10s and heals your target every 2s for 20% of your total Mana.

  • A passive that increases your CriticalChance by 5% of your MaxHealth but reduces your Armor by 30% your CriticalChance.

  • A buff that increases your AttackSpeed by 10% of your missing Health for 5s every time you receive damage.

  • A fireball spell that sets objects on fire, causes instant 120% of your MaxDamage as fire damage and 50% your MinDamage as burning damage over 60s.

  • A water spell that stops any fire effect and converts any remaining damage over time into healing.

  • A projectile ability that disables any Healing effect on a given target, reduces his Armor by 10% of your total Mana, and makes anyone in a 10m radius get poisoned for 50s.

  • A mind control spell that allows a player to take control of another character

  • You can combine and stack effects, attributes and tags to create any crazy mechanic!

  • Abilities can also represent a wide array of ingame actions, and are not limited to powers or spells that players explicitly use. Hit reactions, object interaction, animations, vfx/sfx cues are also easily handled.

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