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Unity Combat Systems Lab

Unity 6.3 LTS gameplay programming portfolio project focused on combat feel, data-driven ability tuning, enemy behavior, debug-friendly architecture, and performance discipline.

This repo is intentionally scoped as a technical lab, not a full game. The goal is to show the Unity/C# side of my gameplay engineering work alongside my Unreal C++ portfolio.

Target Role Signals

  • Unity 6 / C# gameplay programming
  • Combat feel: movement, dash, attacks, cooldowns, hit reactions, knockback
  • Data-driven tuning with ScriptableObjects
  • Enemy state machines and readable AI behavior
  • Object pooling and allocation-aware gameplay code
  • Debug tooling and profiler-driven iteration
  • Optional networking slice after the local combat loop is solid

Current Architecture

Assets/_Project
  Scripts
    Combat
      AbilityDefinition.cs
      CombatController.cs
      DamagePayload.cs
      HealthComponent.cs
    AI
      SimpleEnemyStateMachine.cs
    Movement
      TopDownCharacterMotor.cs
    Pooling
      ComponentPool.cs
    Debugging
      RuntimeDebugOverlay.cs
  Design
    IMPLEMENTATION_BACKLOG.md
Docs
  PORTFOLIO_CASE_STUDY.md

Planned Vertical Slice

  1. Player movement with dash and attack commitment.
  2. ScriptableObject-tuned attack ability.
  3. Enemy with idle, chase, attack, hit-stun, and retreat states.
  4. Hitstop, knockback, cooldown, and damage feedback.
  5. Object-pooled hit effects or projectiles.
  6. Profiler pass documenting GC allocations and frame cost.
  7. Optional multiplayer proof: server-authoritative damage or simple state sync.

Why This Exists

Many Unity gameplay roles ask for more than "I know Unity." They ask for combat feel, clean C# architecture, fast iteration, profiling, tooling, and the ability to work in existing codebases. This project is built to make those skills visible.

Unity Version

Created with Unity 6000.3.5f2.

About

Unity 6 gameplay programming lab for combat feel, C# architecture, enemy behavior, tooling, and profiling.

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