Platformer PRO 2 is a powerful and flexible kit for making platform games.
Get Platformer PRO 2 from these sources:
Feature list:
Movements
A pluggable Movement system with thousands of built-in settings and unlimited customisation potential.
Walk | Multiple types of walks with configurable speeds, gaits, sliding. |
Run | Run by holding a button, double tapping, or simply by accelerating up to run speed. |
Jump | Jump, double-jump, triple-jump, n-jump, wall-jump, flip, dip and dive |
Fly | Grab a power up and fly through the air, prefer something more technical then try a jetpack, but don’t forget to keep it fueled! |
Float | Gently float or parachute down to your destination. |
Crouch | Crouch, crawl, roll or slide under gaps. |
Slide | Slide down slopes, walls and across icy ground. |
Climb | Climb walls, ladders, fences, and ledges. |
Hang | Hang from ledges, walls, rails or the ceiling. |
Loop | Get up speed and do crazy 360 degree loops. |
Grapple | Fire your grappling hook to swing from the rafters, slingshot yourself over a hazard or climb to a higher point. |
Melee | Punch or kick your way to victory. Grab a weapon and start swinging. Create charge and dash attacks and combine your attacks to create massive combos. |
Shoot | Sick of punching why not shoot instead? Charge up your projectiles, create multi projectile attacks like scatter guns or flame throwers. Toss grenades which explode after a delay or on collision. |
Swim | Swim through the seas, with multiple swim styles. Don’t forget to hold your breath, or collect extra air along the way. |
Die | Show damage in different ways depending on the damage type, get knocked back on physical damage or burst in to flame when hit by fire. When its all over gracefully collapse in a heap or bobble off the screen in a retro style. |
Gravity | Gravity getting you down, well flip it to pull you up. Many movements work with flipped gravity. |
Stairs | Climb stairs like a sloped platform or get technical and sync your animations so your character steps on each step. |
Balance | Balance on the edge of a platform and show a wobbling animation. |
Push and Pull | Drag blocks around or push them to their desired location. Directly interact with Unity physics objects or use our alternative block physics. |
Technical | Get technical: move your character based on the transforms built in to your animation, sync your movement speed to your animation speed. |
Code | Plug your own Movements in with a fully extensible plugin API and multiple customisation tutorials. |
Platforms
A pluggable Platform system with heaps of built in options.
Normal | Floors, walls and ceilings. Define friction to make different surfaces (slippery ice, sticky gum, etc). Use any collider type. Includes native integration with Unity Tile system. |
Passthrough | Jump up through platforms then land back on them simply by adding them to a layer. Press down or down and jump to fall back through them. Use Conditions (see below) to make one way platforms in any direction. |
Moving | Move platforms up and down, left and right, or follow your own custom defined path. Let the player interact with elevators (press for your floor) or create rail carts and other vehicles by giving the player complete control of the movement of the platform. Even complex movements like ledge hang and climb work smoothly with moving platforms! |
Slopes | Add slopes of any angle, slopes work smoothly with moving platforms and passthroughs, you can even rotate your platform. Decide what your character does on a slope: Should they rotate to match the slope angle? Does a slope make them slide? |
Triggers and Switches | Proximity triggers, buttons, one-way triggers, platforms as triggers, timers, or standard Unity triggers. Every platform can be turned on or off through switches and triggers. Make even more complex interactions using Conditions (see below). |
Destructible | Make platforms fall away when a character lands on them, or slowly disintegrate over time. Alternatively allow the player to shoot, bash or headbutt their way through destructible platforms. |
Doors | Doors that rise or fall when you open them, or alternatively doors that take you to new areas or even levels. Add locks and keys to your door with a few clicks. |
Ledges | Mark your wall and ledges with tags or layers to pick what the player can climb and slide from. Alternatively give the player complete freedom with automatic wall and ledge detection (including analysis of gaps to ensure the player can fit after they climb a ledge). |
Stairs | Generate stairs using the custom stair editor. Define the size of the steps and have the sprites automatically generated. Treat stairs like slopes or sync your animations so that the character steps on each block. |
Ladders | Create ladders by simply defining a collider as a ladder, or paint ladders with full integration with Unity native tile system. Allow ladders with floors that pass through them and choose how your character dismounts from a ladder. |
Ropes | Create fixed or flexible rope. Add fixed points or allow the character to hang and climb from anywhere on the rope. Turn on swinging to allow the character to swing the ropes and launch from them to reach greater heights. Alternatively use a motor to swing the rope by itself. Includes a custom rope editor to automatically create ropes in minutes. |
Physics | Interact with physics objects using push and pull system, or by adding Kinematic colliders to your character. |
Spawning | Allow platforms to spawn items, enemies, or other platforms. Generate items when a player headbutts a platform. Damage enemies on the platform when the player headbutts the platform (ala Mario). |
Customise | Numerous customisation fields, and advanced Activation, Trigger and Condition systems (see below) allow you to create thousands of variations without a line of code. |
Code | Plug your own Platforms in with a fully extensible plugin API and multiple customisation tutorials. |
Items
Create items, equipment, and power-ups without a line of code.
Collectibles | Create simple collectibles such as coins, keys and other items, with a few simple clicks. |
Consumables | Create consumable items which can give you health, lives, breath, fuel, mana, ammo or other stats. Items can be consumed instantly or stored in your inventory for later use. |
Power-Ups | Define power-ups which give you new abilities, like flight, invulnerability, ghost form, new attacks, or many others. Change shared settings like speed across multiple movements. Trigger effects, animation changes and sounds when a power-up is gained. Make powers temporary or permanent. All without a line of code. |
Weapons and Armour | Create weapons, armour and other equipment in our custom editor. Attach attacks or combos to specific weapons. Set the damage and speed of weapons. Set damage reduction or immunity properties of armour. Change how your character moves based on equipment (e.g. no running when you wear chain mail). |
Scoring | Automatically increment counters like score when an item is collected or used. Attach other events to counters (like killing an enemy to a kill count score). |
Inventory | Items can go in to their own storage pile (like coins in a coin pouch) or in to an inventory. Set limits on item counts or make items unique. Includes an inventory UI system which can be used to move and use items in the inventory or even combine items. Works with keyboard, controller, mouse and touch. |
Equipping | Define slots and associate weapons and equipment with these slots.Extend the inventory UI with an equipment UI. Attach graphical and animation changes to equipment changes to show what your character is wearing. Weapon and armour stats are automatically applied to your character when items are equipped. |
Animation
A flexible animation system.
Mecanim Direct | The simplest animation style is to simply call Play() as the character state changes. You just need to create animation states in your Mecanim Animator Controller the match the names of the characters Animation State or use the included template. |
Mecanim Standard | For more complex 2D or 3D characters you can use a standard Mecanim Animation Controller with transitions between the states. We pass on details of the current state, previous state, character velocity (x and y), aiming direction, health and other parameters. Create your transitions and blend trees in the standard way or use the included template. |
Legacy | Use the legacy animation system for Characters, Enemies or Platforms. |
Third Party | Use wrappers to plug in third party animation systems such as Spine and 2D ToolKit. |
Events
Use events to trigger behaviour and effects when something changes in your game.
Listen | Listen to almost any change in your game. Trigger a response when a character damages an enemy, when they perform a certain move, or when they collect or eat a certain item. Trigger a response when an enemy is spawned or damaged. Trigger a response when a platform is activated or stood on. And hundreds more. All without code! |
Respond | Respond to these happenings in the game with hundreds of potential actions, play an effect, trigger an animation, turn on a platform, disable a GameObject, increase players score, and many more. All without code! |
Particles | Additional components to easily attach particle effects to character events such as creating a dust particle effect when the player walks on dusty ground, or playing an electric effect when the player takes electrical damage. |
Sounds | Additional components to easily attach sound effects to character events such as playing a dull thud when the player steps on metal, or triggering different sounds based on different weapon attacks. |
Extend | The system can listen to any C# event, so you can define your own events in your own code. The system can also trigger actions on other components so you can right your own custom event responses. |
Conditions
Add additional customisation to other components without writing code.
Platforms | Make a platform that can be walked through when a player holds a certain item. Make an elevator that lets you access a floor only if you old a key pass. Make complex overlapping and branching passthrough platforms and use the up and down keys to control which branch you take. |
Triggers | Make triggers that only fire if you run past them at speed (so you can creep past stealthily). Push a certain amount of weight on to a button to enable or disable a booby trap. |
Movements | Tie movements to items (e.g you can only float if you hold a magical feather). Add cooldowns to any movement. Create special areas that give you new movements (e.g. you can only teleport, but only while in the heavenly realm). |
And More | These are just some of the possibilities, conditions can be tied to a variety of components and there are many to choose from. You can also add your own conditions and they work just like the native ones. |
Persistence
Automatic and highly configurable Saving and Loading.
Items | Choose if item state is saved when you leave a level or if it resets when you come back or die (you can make levels farmable by not saving item state). Choose if items can be moved between scenes and which properties they store. |
Platforms | Choose if platforms and triggers remember their state (position, activation, etc) or if they reset when you leave or die. Make a persistence RPG or a simple retro style platformer, the choice is yours. |
Enemies | Choose to have enemies respawn when you leave a level or die, or instead make them disappear for ever. Choose to save exact enemy health, position and state, or just save their alive/dead state (or nothing at all). |
Character | Save your health between levels, or reset it back to default if you leave a level. Save items and equipment. Start each level at the start, or allow the user to respawn back at the last save or point/respawn point. |
Extend | Add your own code to the persistence system by implementing a public interface which defines what to save and load. |
Speed | Use binary saving for ultra fast saving and loading. Or use XML saving to be able to easily inspect what has been stored. |
Maps and Camera
Free form or room based game and camera control
Map | Create a map or mini-map. Reveal or Hide parts of the map based on discovery or items. |
Rooms | Break your game in to regions, zones or rooms. |
Camera Follow | Choose how the camera follows the Characters, hard follow to always place the character in the middle of the screen, or set up acceleration and dead zones for a more fluid follow. Allow zoom based on speed or zoom to follow multiple players. |
Camera Zone | Define the boundaries of your map using Camera Zones, or tie the camera directly to rooms for a retro style. Choose how you move between camera zones. |
Input
Customisable and extensible Input system that is configurable in Game.
Flexible | Use controllers or keyboard. Define your own button types and attach to movements and behaviours. Create action bars and hot keys. |
Customisable | Customise inputs in the editor or live during gameplay. let the player choose from presets or define keys/controls by pressing them. |
Touch | Simple but effective touch controller for fluid mobile play. |
Quality of Life | Define input buffering to give players are more forgiving experience. |
Replacable | Use third party input systems like InControl* and Rewired* via the inbuilt wrapper code * Third party assets must be purchased separately. |
Multiplayer
Support for multiple characters and controllers.
Character Picker | Pick which character to use for your gameplay. |
Character Switch | Switch characters during gameplay. Either swapping out one character for another or leaving the other character dormant in the scene (Trine style). |
Multiplayer | Support for multiple players on the same device. Choose if characters can interact with each other (damage, physics, etc). |
Enemies
Multiple approaches to Enemy design with lots of samples.
Movement | Enemy movements work just like character movements with their own simplified raycast system. Multiple enemy movements like patrolling, charging, flying, melee attack and shooting included. |
AI | Use an Enemy AI to combine and pick between movements based on observations of the world such as enemy health or the presence of the Player. |
Bosses | Draw an AI Graph or use en Enemy Sequence to define more complex enemy behaviour and pick between movements based on health, phase, timers, etc. |
Customise | Create an Enemy as a Character and drive the input with your own AI system. |
Collisions
Cutting edge and extensible raycast based collision system.
Robust | Any angle, any speed |
Configurable | Any shape, changing shapes, asymmetric characters, dynamically enable/disable. |
Fast | Run smoothly on any device from the latest PC to the oldest smartphone. |