An accessible, extensible action-game framework for Unity, released free on the Unity Asset Store. I built the node-based editor and contributed to the animation and behaviour architecture.
Action games have a deep, well-understood structure — move sets, actions, modifiers, cancel windows — but Unity gives you no scaffolding for any of it. Small teams end up rebuilding the same state handling from scratch and running out of time before the game feels good.
Penguin Action Toolkit provides that scaffolding, along with documentation, tutorials and sample content, so a designer can iterate on combat feel instead of on plumbing. The framework is built to stay structured yet flexible, for developers who want to code rather than avoid it — every system is meant to be extended, not just configured.
Character Locomotion handles movement — player input, character movement and camera behaviour — through modular motor and animator components that can be swapped independently.
Character Abilities are triggered containers called Action States, defined by State Modifiers that control animations, effects, sounds and locomotion changes, so a designer builds a move by composing modifiers rather than writing a new state machine.
The GUI Node Graph Editor lets a designer build a character's action structure by adding nodes and dragging in scripts, instead of hand-wiring state machines in code. Character, move set, action and modifier nodes are colour-coded so the shape of a behaviour tree is legible at a glance.
The toolkit is published free on the Unity Asset Store for Unity 2022.3 and URP. The team ran a workshop and a game jam around it to test whether developers outside the project could pick it up from the documentation alone.