gameplay-systems
Gameplay feature engineering in Unity and C# - composable component-based entities, ability and effect pipelines, stats with base/add/multiply modifiers, health and damage pipeline with resistances and death handling, interaction systems with raycast or overlap, inventory and item data as ScriptableObject definitions vs runtime instances, status effects with central ticking, event decoupling between systems, spawning and pooling, objectives and quest state, cooldowns, exposed tuning values, fixed timestep determinism, and testing gameplay rules as plain C#. Load when building or reviewing abilities, combat, stats, inventory, interactions, quests, or spawners.
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