ActNReact, create complex interactions without coding.

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With ActNReact you can make complete games with minimal scripting!

You can define Actions and then Reactions in response, all in a polished and friendly editor that extends the Unity philosophy rather than making you learn new concepts.

ActNReact has an integrated and high performing visual tweening engine (including a time line editor), so you can create beautiful cinematics and cut scenes, animate visually UI, 2d or 3d elements, create NPC patrols or fly bys, coordinate audio and animation clips, analytics, etc. All without writing a line of code.

You can have ActNReact constantly evaluating a set of conditions and perform actions when they are evaluated to true, this way you can define Achievements, challenges or any other conditional item you need and ActNReact will take care of the rest, you don’t have to be manually checking them or persisting their state!

You can create reusable libraries of Reactions and use them in new scenes, if any GameObject reference is not found, the system will generate a form for you to replace the references effortless.

You can customize the included Reactions in the editor to suit your needs or extend the system, using the integrated evaluation engine (c# like syntax) or creating your own scripted Actions and Reactions.

ActNReact was designed with constrained mobile devices in mind and performs extremely well, even in low end devices.

ActNReact is a well documented package, with many examples included and a well defined development cycle (open to requests!)

A view of the Editor. Here you can define how the system will react to pre defined conditions or interactions.

You can also set your Reactions to execute over time, and coordinate all in the Time line editor

The Tweening engine included allows you to create paths for UI or 3d objects

Features:
-Create complex interactions visually without the clutter of diagraming tools, you can easily track what your logic is doing in a glimpse.
-Create Cinematics and animations visually, including camera transitions.
-Use Google Analytics without coding.
-Use the GameCenter and other social APIS.
-Chain link multiple events or schedule them to create reactions over time.
-Log and debug using the included tools.
-A Vast (and growing) collection of pre made commands (and you can easily create more, using the API)

Several demos an extensive documentation is included.
Version 1.0 is available now!
For the next version we’re planning a big update, with a couple of real world scenario game levels.

Make sure to check it here

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Version 1.1 change log
New: Completely new custom made Interpreter
New: Unity 5 compatibility.

New: 5 new Pro Only Camera transitions (From Unity Wiki): Crossfade light, DreamWipe, RectWipe, ShapeWipe and SquishWipe
New: Analytics Reactions. First implementation for Google Analytics. Log events in your game using reactions!
New: Game Center and social Reactions. Report achievements, high scores and show achievements and leaderboards.
New: VariablesSetup object to initialize variables in the local Scene level.
New: Variables can now be lists of the specified type.
New: “Previous Result” option for some Command values. If supported this will take any GameObject returned by a previous Command as source.
New: “Add To List” and “Clear List” Reactions, allow you to add items to list enabled vars
New: Zoom in and out for TimeLine.
New: Zoom to 100% option in Time Line Clock Menu

New Example: a breakout clone.
New Example: A Memory Game

Improvement: Non pro enhancements on the look of the editor
Improvement: Due to the new Interpreter, the expression handling and validation has been vastly improved.
Improvement: Refined variable management
Improvement: RotateAdditive now can rotate every object inside a list enabled variable
Improvement: Better handling of internal resources

Fix: The logic on DisableComponent was inverted.

[Reserved for video tutorials]