Unity systems that
explain themselves
Most gameplay frameworks answer no and leave you guessing. Ours answer why. A stat tells you which modifier produced it. A locked quest tells the player what is missing. That is the whole idea, and every asset here is built on it.
Claims you can check
Three things every asset in the line does โ not as marketing, as something you can run.
It shows its working
Every number comes with a breakdown of the stages that produced it, and every refusal comes with the reason. The explanation is generated from the same calculation as the result, so the two can never disagree.
The tests ship with it
743 automated tests across the line, included in the packages so you can run them yourself. Determinism, edge cases and allocation limits are asserted, not asserted about.
It fits your project
Layered assemblies, no singletons forced into your bootstrap, no ecosystem to adopt. Each asset works alone; they compose if you want them to.
Four systems
Each one solves a problem most games rebuild from scratch. Each one is independent.
An independent Unity tools studio
RealCut is one developer building the systems he kept rewriting. The rule is simple: nothing ships on a claim that cannot be run. If the description says a calculation is deterministic, there is a test that fails when it stops being so.
All four are on the Asset Store now
Smart Stats System, Smart Quest System, Smart Inventory System and Smart Save System are all live on the Asset Store.