Talentus is a talent/skill tree asset for Unity allowing you to create and maintain skill/talent trees the easiest way. An intuitive editor is making sure the creation of the tree is a breeze, the wizard let you design a playable UI directly based upon the design and the engine makes sure everything is tight together at runtime.
Skill icons, I only provide an alphabet for testing. A lot of good skill icons can be bought on the asset store. Within the promo and video I used some icons by Super Game Asset.
Note: some scripting/programming knowledge is needed to integrate it into your own project, however I provided examples and scripts to guide you. An extended manual is also provided within the package.
I like it so far. Was definitely looking to use something like this in my project. You donāt happen to have a leveling system in there too by any chance, do ya? XD Like some fake int level, int maxLevel, int currentExp, int maxExpForCurrentLevel and increase the exp until you get a level, which in turn gives you a skill point to use.
Thank you for the interest, a leveling system (xp rewarding) should be that hard to code. Maybe something I consider for a future asset or add-on (will surely not be part of Talentus though, keeping the focus on talents/skills).
Hi @blitzvb ,
The system is just called skill points but it is actually just a number, it can be called whatever you want in the UI. The cost factor of the talents/skills are measured using the same kind of numbers. So I guess it can be done but to be sure do you have a link to a youtube video demonstrating those kinds of tech trees? So I can make sure we are talking about the same thing.
It will not work out of the box, as I now getting what you mean with a tech tree. You select a tech and it takes a number of turns to be researched right? Talentus does currently only support a researched or non-researched state (skill available or not), there is no concept of āin researching stateā. Can you have a tech active in multiple domains? You have agriculture in the image but Iām guessing there are others with yet another tree attached?
Nevertheless this looks like something I will be delving into and see if it would be feasible to incorporate in a future update.
No promises though, looking into it if it wouldnāt break the fundamentals of Talentus.
Edit: did some research and came to a showstopper: when a tech is completely researched and has multiple next techs as children, what should happen then? Are turns lost while the gamer is deciding on the next tech? Is this somewhat automated and all children are researched? This is surely adding a lot of complexity and will not be easily done.
Iām very interested in this. Been looking for something that would simplify the creation of such skill trees. Iām not opposed to the pricing, but was wondering if there was a āliteā version or a ānon-commercial useā demo version to allow evaluation before purchase. Iād hate to spend $75 to find that I canāt use it for my project for some reason.
My main area of questions are around this part ā- Extendable engine allowing you easy integration within your own project.ā
For example, how exactly are skill nodes in the tree hooked to oneās skill implementation? Are these just UI trees for the skills or does this create the scriptable objects that can be customized with oneās game stats, method calls, etc.?
Thank you for your interest in Talentus Pro, I know the price is rather steep and because of the full source code policy I canāt provide any demo version without fully exposing the product. After debating a lite (closed source) version didnāt make sense as it would limit the extensibility of the framework to much.
But to come to your question: The editor and engine does provide the minimal amount of data structures needed to have a functional skill tree. The wizard does generate a template with UI elements and example scripts attached to each of them (currently working on extending this to connections as well). The heart of the system is the evaluator which does lift the hard work in validating each talent if they can be bought or not. As their is full source code and Talentus is a framework itās completely open to extend towards your own needs, see it as a starting point or use the generated UI depending on your needs.
If you like and it would help making your decision, I can make the documentation public on my website.
if you have specific questions please let me know.
Definitely, the documentation would probably help in determining what fits my needs. At this point in my project, the UI aspects are of less importance (though that will eventually be needed). What Iāve be looking for is something that eases the creation of the skills/talents themselves within a tree. I can easily see from the video that it handles the tree building side of that fairly well.
The part that isnāt clear to me is whether it would help with the attached data and method calls. Like if I create an abstract class from which talents derive with things like float mana/stamina cost, cool down time, damage modifier, animation clip etc. and methods such as Use(), and have a talent class created off of this and be editable in the editor, etc.
Another asset ( The Skill | Visual Scripting | Unity Asset Store ) has similar functionality, but unfortunately doesnāt work (has various null references and invalid input from popup errors). This looks a lot more polished and I have no issue with the pricing. Iām just making sure it is what I think it is.
Ah, now I completely understand your use case. Not at my office right now but Iāll see if itās possible to do what your are trying to achieve and get back to you (could be this evening or during the course of this week though).
Hi @DragonFist22 ,
Sorry you did have to wait before I could give you a reply, but as promised here we go.
Talentus has 2 possible solutions for coping with your use case:
Alter the code of the TalentTreeNodeBase to add you custom fields, adapt the editor code for that object type. This however will pose issues if you will update the Talentus Pro asset as your code would be overwritten.
A more eligant and easier way is to create a monobehaviour script with you fields and attach it to the Talent UI Prefab. Using the TreeEvaluated event (available as of 1.1.0, currently in testing) you can check if you should alter the state of a talent.
Looking at your use case (the properties and methods you described) I would personnaly go for seperate skill objects global to your game, and keep a list of those enabled by hooking in a script of the actual tree. In such a case you keep the skill tree evaluation seperate from the actual skill gameobjects (specific date, particle systems etc).
Hope this answer is to your satisfaction and allows you to make a decision on which asset to buy from the store.
will be enjoying some time off as of today till August 10th, so support can be very slow or non existant during that period. Will be getting back to you as of August 11th.