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Flare Engine – 2D Tools

Flare Engine provides an array of tools to quickly create 2d platformers. It also comes with a sleek and powerful user interface that makes working in the editor fun. No coding required!


Flare Engine docs.

Flare Engine Text Based Tutotrials (new).

Safire 2D docs.

Sample Game.

Latest version install notes: you will need to install the new input system and set active input handling to Both in ProjectSettings/Player. Accept all dependencies. And please read the docs.

This engine comes included with Safire 2D Camera!

Player Controller: implement all the classic mechanics you’ve come to expect from a 2d platformer. Jump, air jumps, glide, hover, walk, run, slopes, rotate to slopes, ladder climb, ceiling climb, wall climb, wall slide, corner climb, corner hang, crouch, crawl, dash, multi-direction dash, swim, float, slope slide, push block, idle rope interactions, rope swing, ziplining, melee attacks, ground slide and friction, jump on enemy, damage push back, and probably a couple more! All abilities are highly customizable and raycast based.

Sprite Engine: this is a powerful tool for creating sprites. This removes the hassle of working with different systems by centralizing the power of creating sprites all in one place. No more creating animation objects or jumping from window to inspector to set things up. Everything is handled in the inspector. Play the sprites, test them in the scene, and — its most powerful feature – even program the animation state logic in the inspector. This means no more code. Zero! In also provides support for 2d spines and unity animations.

Interactables: place interactive elements throughout the game level. The player can run and jump on bouncy bridges. Can swim and float in water with dynamic waves and currents. Can swing on rope that’s under the influence of gravity. Can zipline on wiggly lines. Can high jump with wind or trampoline forces. Can teleport and be affected by the friction properties of the ground. Can interact with moving platforms (one-way too), and …

Interactive Foliage: the player can interact with swaying foliage that can be placed on the ground, ceiling, and walls. It’s an efficient system, and it can interact with all characters in the game world. It comes with a paint tool and a couple of brushes for easy placement in the scene!

AI Systems: The engine comes with a Behavior Tree Node Editor for creating truly complex AI. This comes with over 50 nodes and can debug in real time. The engine also uses an extremely versatile Finite State Machine that can be configured in the inspector to create enemy AI and all sorts of useful game functions. It can easily be used to program doors, design a check point system, or create patrolling AI. Designing AI has never been easier!

Pathfinding Platformer AI: as part of the AI system, implement pathfinding AI that can jump to platforms, climb ladders, climb ceilings, climb walls, even walk on bridges, and move up and down the level to follow the player! And since they’re a part of the AI system, they can easily be made to shoot the player or whatever else you want!

Inventory: allow the player to find and store items. Use the inventory UI to move, drop, and use the items which are mapped to item events in the game world. And of course, the system will automatically restore and save the items when a scene begins and ends.

Dialogue: this is an interactive dialogue system for the player and NPCs. Create conversations, add message effects, call Unity Events, and even include simple animations in the dialogue box for immersive and fun interactions. Dialogue boxes can even be positional, depending on the position of the messengers.

Lets Wiggle: this is a tweening library. This can be used in code, but since the engine is determined to accomplish everything in the inspector, you can easily create tweens from the inspector! Tween gameobjects and UI. Super easy to work with and is a great complement to the AI system.

Firearms: create different types of firearms that can be controlled with the mouse or the player’s direction or other methods. They include line of sight, charging capabilities, and recoil. Coupled with the Projectile class, it’s possible to create a great variety of weapons.

OverworldMap: New! this will help structure your level management.

World Variables: they save data and persist game state. They’re also tied to scriptable objects for passing them around the game world for easy access!