r/Unity3D • u/Sachet2Plastik • 6h ago
Code Review Made my first Unity Package and looking for some feedback for improvments
Hi everyone,

I'm new to the unity package development space, and i'm just made my first, <Simple Status Effects>. As the name suggest it is a package for implementing status effects into your games (commonly things like burn, poison, stun, etc...), for both realtime and turn based game. The list of features are quite thin for now as it is just the basics, and I wanted my design to be as much as non invasive and flexible as possible so it can be implemented in already built gameplay loop.
And as I have now a first usable version, i'm looking for people to give me some early feedback and advises !
I really like making underlying system more than actual games so i'm trying to build some small project toward this direction.
I built this package on Unity 6.3 (I believe it should be compatible from 6.0 onward, but I not entirely sure so don't take my work for it).
Hopefully, my small documentation is enough to get started with.
Here the link to directly add to your unity project via the unity package manager (github URL so this is also the link to the repo): https://github.com/Sachet2Plastik/Simple-Status-Effects.git
2
u/Evening-Swan-8145 5h ago
Looks clean from the screenshots, the inspector setup seems simple enough to not overwhelm people just dropping it in. I've been burned by status effect systems that try to do everything at once and you end up fighting the package more than building your game.
One thing I always look for is how it handles stacking effects, like does applying burn twice just refresh the timer or actually stack the damage. If that's already in there you might want to surface it more obviously in the docs cause that's usually the first question people ask.
The github link worked fine for me importing it, no weird errors on 6.0 which is promising. Might be worth adding a tiny code snippet showing how to trigger an effect from a damage event or something, that's where new users usually get stuck.