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2lChest

2lChest is a currently private package of Unity libraries I keep ready for future projects. Most parts of it were originally made for specific projects, and later reused in others.

Included in this package is:

  • A scene-management system, with:
    • Preload and persistent scenes
    • Loading screens
    • Real-time additive loading
    • SceneCollection scriptables, letting you easily load collections of scenes additively, including in editor.
  • A cursor system built on legacy UI
    • Various ways to create interactivity with UI elements
    • Built-in drag & drop system (for inventories and such)
  • A tweening system built on LeanTween
    • Scriptables with an extensive custom editor
    • Easy-to-use animator components
    • Readymade animations for UI (working in tandem with the cursor system)
  • A behaviour tree implementation resembling the one in Unreal Engine
    • Fully extensible Actions, Conditions and Descriptors
    • Live agent output of their “thought process”
  • A first person character controller
    • Camera bobbing
    • Footstep events
    • Hand attachment points
  • Simple looping sprite animator for UI components

I’ve thought about releasing this package on the asset store, but I’ll first have to give a polish pass and properly document before that.

History
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The first person controller was originally made for Trapdoor:

And I later reused the controller and improved it for Understudy.

This was also when I made the scene-management system. Which I made to make it easier for the multiple artists in the team to collaborate on the same scene file. I broke up our main map scene into multiple scenes loaded additively, allowing them to work simultaneously without conflicts.

I later made the cursor system during the 2025 GMTK jam for “the halting goblin”.

I then reused and improved it when making Stationbeestjes

Stationbeestjes is also where I created the tweening system, as this game was entirely UI based.

I have mainly been reusing and incrementally improving the tweening and cursor system since then. I used them a lot when making Sin(x)mancer and Cross Connections