Animation & Interactivity — Unity Toolkit

EGTK.

A modular, no-code toolkit for building interactive Unity experiences. Connect components with UnityEvents — no programming required.

Input
Something happens
UnityEvent
Event fires
Action
Function is called
Start Here
Introduction & Quick Reference
The first principle, how to wire components, and a one-line reference for all 65 components organized by category.
First Principle Goal Cards All 65 Components
Deep Dive
UI Implementation
Two approaches to showing UI — built-in showUI toggle vs GameUIManager wiring. When to use each and how to set them up.
showUI GameUIManager ActionDisplayText Canvas Setup
Example
Projectile System
The two-tier architecture: persistent managers hold all event wiring, spawned prefabs are just tagged colliders. Includes the prefab limitation and the duplicate workaround.
ActionSpawnProjectile ActionAutoSpawner InputTriggerZone Prefab Limitation
Example
Score & Collection System
Tag collectibles, wire them to GameCollectionManager, and display a live score. Covers threshold events, showUI, and GameUIManager wiring.
GameCollectionManager InputTriggerZone showUI Threshold Events
Example
Puzzle System
Wire switches and checkers to build a combination lock or sequence puzzle. Covers PuzzleSwitch, PuzzleSwitchChecker, and PuzzleSequenceChecker.
PuzzleSwitch PuzzleSwitchChecker PuzzleSequenceChecker
Example
First-Person Push & Pull
Give the player physics-based push and pull abilities using separate keys. Tagged objects are launched toward or away from the player — no code required.
PhysicsForceZone InputKeyPress Target Mode Rigidbody
Deep Dive
Multi-Scene Setup
Build games with multiple levels. One checkbox persists health, score, and inventory between scenes — no ScriptableObjects or code required.
Persist Across Scenes GameSceneManager SpawnPoint Bootstrap Scene
Deep Dive
In-Game Store
Build a scrollable item shop with buy buttons, balance display, and persistent unlocks — no code required. Supports walk-up shopkeepers and consumable vs permanent items.
GameStoreManager Persistence InputTriggerZone Shopkeeper
Deep Dive
Health System
Set up player and enemy health with damage, healing, death events, and low-health warnings. Includes self-contained UI with text display and gradient fill bar.
GameHealthManager TakeDamage onDeath showBar
Deep Dive
Character Controllers
Third-person and first-person player movement. Covers required components, Cinemachine setup, spawn points, moving platform support, and dodge mode.
CharacterControllerCC CharacterControllerFP Cinemachine SpawnPoint
Deep Dive
Inventory System
Track multiple named item slots with counts, capacity limits, and per-slot events. Built-in icon card UI, scene persistence, and full/empty callbacks.
GameInventoryManager InventorySlot onFull Persistence
Deep Dive
Dialogue System
Sequential character dialogue with animated portraits and typewriter text. Wire any trigger to start. Optional decision panel lets players branch to different events.
ActionDialogueSequence Typewriter Portraits Decisions
👋
New to EGTK? Start here
Add a character controller, drop a trigger zone in the scene, wire its onEnter event to an action (like ActionDisplayText), and press Play. That's the whole pattern — everything else in EGTK is built the same way.

Component Reference

Every component, one line