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delmarle/RPG-Core

★ 713 · C# · NOASSERTION · updated Apr 2026

UNITY engine RPG framework

Core RPG is a Unity framework for building RPG games, targeting indie developers who want a data-driven foundation with swappable mechanics rather than writing character systems from scratch. The hot-swap mechanic idea — switching between party-based and FPS-style controls without reconfiguring scenes — is the headline feature. It's more of a starting point than a production-ready framework.

The scriptable-object-driven database approach (stats, abilities, classes, races all configured in the editor) means designers can iterate without touching code. The hot-swappable mechanics system is a genuinely useful abstraction if it works as advertised — changing input/camera/controller in one click is the kind of thing teams usually hack together badly. Addressables integration is baked in from the start, which is the right call for anything with a meaningful asset count. The calculator pattern (instantiated ScriptableObject per character for stat calculations) keeps character math isolated and testable.

The repo targets Unity 2019.3, which is four major LTS versions behind — any serious project will hit compatibility pain immediately and the README doesn't acknowledge this. Equipment and character AI are listed as 'in progress' and quest/crafting are 'next features', so the framework is missing the two things RPGs actually ship on: a full item equip system and any kind of NPC behavior. Documentation is 'WIP' linking to a GitBook that may or may not be current, which means you're reading source to understand how systems connect. The sample code shows manual list construction and direct static system access (`RpgStation.GetSystemStatic`) — patterns that don't scale and will cause pain in larger teams or projects.

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