> For the complete documentation index, see [llms.txt](https://morningheartgames.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://morningheartgames.gitbook.io/docs/gameplay-ability-toolkit/evaluate/documentation.md).

# Manual Home

> Online doc: <https://morningheartgames.gitbook.io/docs/gameplay-ability-toolkit?fallback=true>

Gameplay Ability Toolkit is a data-driven gameplay framework for single-player Unity projects. It helps you build abilities, gameplay effects, attributes, tags, cooldowns, costs, targeting, cues, montages, runtime UI, editor tooling, and debug surfaces as reusable systems instead of one-off scene scripts.

The manual is written for independent developers who need to evaluate the toolkit, run a sample, then adapt the pieces into their own game. Multiplayer replication, prediction, and server-authoritative ability flow are outside the scope of this release.

![Practical subsystem map showing the main runtime modules coordinated by the toolkit.](/files/nG40MLZQkhUfLm5oGmt7)

## Choose A Reading Path

| Path          | Read this when                                                        | Start here                                                                                                                                                                                                                                                             |
| ------------- | --------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Evaluate      | You are deciding whether the toolkit fits your single-player project. | [Package README](/docs/gameplay-ability-toolkit/evaluate/readme.md), then [Tutorial Overview](/docs/gameplay-ability-toolkit/evaluate/tutorial.md) and [Demo Overview](/docs/gameplay-ability-toolkit/evaluate/demo.md).                                               |
| Try It        | You want to run a working scene in 10-30 minutes.                     | [Getting Started](/docs/gameplay-ability-toolkit/try-it/01-getting-started.md), then [Basic Tutorial](/docs/gameplay-ability-toolkit/try-it/basictutorial.md).                                                                                                         |
| Build With It | You are creating your own abilities, effects, UI, or extensions.      | [Authoring Abilities](/docs/gameplay-ability-toolkit/build-with-it/03-authoring-abilities.md), [Authoring Effects](/docs/gameplay-ability-toolkit/build-with-it/04-authoring-effects.md), and [Cookbook](/docs/gameplay-ability-toolkit/build-with-it/07-cookbook.md). |

## What You Build With It

| Need                                                                   | Toolkit building block                                      |
| ---------------------------------------------------------------------- | ----------------------------------------------------------- |
| Skills, attacks, interactions, AI actions, item uses                   | `AbilityDefinition` assets and `AbilityRuntime` logic       |
| Damage, healing, buffs, debuffs, passives, costs, cooldowns            | `EffectDefinition` assets and active `EffectSpec` instances |
| Health, Mana, Stamina, derived values, clamping                        | Attribute set definitions and runtime attributes            |
| State, requirements, blocking, conditional rules                       | Hierarchical gameplay tags and tag queries                  |
| Visual/audio/gameplay feedback without coupling it to ability code     | Gameplay cues                                               |
| Ground targeting, shape traces, multi-target flows                     | Target collectors and indicators                            |
| Timed animation windows and ability tasks                              | Montages, animation drivers, and task awaiters              |
| Ability bars, effect panels, status bars, floating numbers, event logs | Runtime UI helpers                                          |

## First Ten Minutes

1. Open `Tools > Gameplay Ability Toolkit > Dashboard`.
2. Run **Quick Setup** if the project is not configured.
3. Open `Tutorial/Basic/Scenes/BasicTutorial.unity`.
4. Press Play and use the HUD controls once.
5. Stop Play Mode and inspect the ability/effect assets referenced by the player.

This loop gives a solo developer a working mental model before touching custom code.

## Manual Index

| If you want to...                                        | Read                                                                                          |
| -------------------------------------------------------- | --------------------------------------------------------------------------------------------- |
| Import the package and make an actor take damage         | [Getting Started](/docs/gameplay-ability-toolkit/try-it/01-getting-started.md)                |
| Understand what must be learned first                    | [Architecture](/docs/gameplay-ability-toolkit/build-with-it/02-architecture.md)               |
| Look up one specific subsystem                           | [Subsystem Guide](/docs/gameplay-ability-toolkit/subsystems/subsystems.md)                    |
| Create a custom ability                                  | [Authoring Abilities](/docs/gameplay-ability-toolkit/build-with-it/03-authoring-abilities.md) |
| Create damage, buffs, DoTs, costs, and cooldowns         | [Authoring Effects](/docs/gameplay-ability-toolkit/build-with-it/04-authoring-effects.md)     |
| Copy common implementation recipes                       | [Cookbook](/docs/gameplay-ability-toolkit/build-with-it/07-cookbook.md)                       |
| Add custom calculators, hooks, tasks, targeting, or cues | [Extending the Framework](/docs/gameplay-ability-toolkit/build-with-it/05-extending.md)       |
| Look up supported public types                           | [API Reference](/docs/gameplay-ability-toolkit/build-with-it/06-api-reference.md)             |
| Use Unity Input System, Animancer, or Game Creator       | [Integration Overview](/docs/gameplay-ability-toolkit/integrations/integrations.md)           |

## Mental Model

Gameplay Ability Toolkit separates authoring data from runtime execution:

```mermaid
flowchart LR
    Author["Author ScriptableObject assets"]
    ASC["AbilitySystemComponent on a GameObject"]
    Runtime["Runtime subsystems evaluate abilities, effects, tags, attributes, and input"]
    Feedback["HUD, cues, animation, VFX, logs, and gameplay state update"]

    Author --> ASC --> Runtime --> Feedback
```

The common workflow is: author reusable assets, attach an `AbilitySystemComponent` to actors, then let runtime subsystems apply rules and raise events. The [Subsystem Guide](/docs/gameplay-ability-toolkit/subsystems/subsystems.md) explains each runtime area when you need detail.

## Documentation Conventions

* Reader-facing copy uses **Gameplay Ability Toolkit**.
* `GAS` is used only as a technical shorthand where the context is clear.
* Code namespaces and assembly names use `GameplayAbilityToolkit.*`.
* File paths are relative to `GameplayAbilityToolkit/` unless a page explicitly says otherwise.
* `DevelopmentTests/...` paths are repository-maintainer references and are not part of the copied package.
* "Author" means a designer or solo developer working with assets in the Unity Inspector. "Developer" means a programmer writing C#.
* Images in this book are either conceptual learning aids or real Unity editor captures. Exact class names, APIs, and menu paths live in the surrounding text.


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