A downloadable asset pack

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Every skill-tree asset on the store is a wiring tool. It gives you nodes, edges, unlock rules and a save format — and then hands you an empty folder to put your icons in. On a 60-node tree that is 60 pieces of art that all have to look like they belong to each other.

Boughwright draws them.

You author the data a skill tree already needs — an id, a branch, a tier, a couple of tags — and Boughwright derives a distinct emblem for every node and renders the whole screen: the marks, the tier frames that visibly earn their rank, the branch edges, and the locked / available / owned states. One coherent visual language, generated at run time.

There is no sprite sheet, no atlas, and no PNG anywhere in the package.
48 hand-authored motifs × 10 palettes × 4 tiers × 3 states = 5,760 distinct marks, and that arithmetic is asserted by a test so the claim cannot drift from the code.

Why it looks like one set of objects instead of sixty unrelated icons

  • The emblem stays; the frame earns the rank. Tier 1 is a struck rim, tier 4 is a crown. The same node at four tiers is recognisably the same node, promoted.
  • Family and palette follow the branch. Move a node and its art follows — a sabre becomes a bulwark, a fern, a rune, with nothing redrawn by hand.
  • A locked node is not greyed out. Its palette is genuinely muted and the plate is struck through, so it still reads as the same object at the same rank.
  • The motif pick is sibling-aware. A branch works through its whole family before it repeats, and appending a node later cannot re-roll the art of the nodes already in that branch — asserted by a test, not hoped for.
  • Deterministic. The same node data always produces the same mark, at any resolution.

Compatibility

  • Unity 2022.3 or newer. Built and gate-verified against Unity 6 (6000.5.7f1) with warnings-as-errors.
  • Every render pipeline — Built-in, URP, HDRP, custom SRP. Boughwright rasterises on the CPU into Texture2D and never touches a shader or a pipeline API; the runtime assembly references no render-pipeline assemblies at all.
  • No dependencies. No other packages, no third-party code, and no Resources/ folder — so it adds nothing to your build unless you use it.
  • Three assembly definitions (Runtime, Editor, Demo), so it never pollutes your global assembly or slows your compile.

Ten-second start

  1. Import, then open Assets/CSAF/Boughwright/Demo/BoughwrightDemo.unity and press Play.
  2. Open BoughwrightDemo.cs, change "war" to "wild" on one node, and press Play again — that node's motif, palette and frame all change together and nothing else in the tree moves.

What ships

Raw, readable, commented C# — nothing minified, nothing precompiled. Full XML docs on every public API, a demo scene, a MarkBaker editor utility for baking marks out as texture assets, and a 44-test EditMode suite.

Documentation: Boughwright README

More from CSAF for Unity

Core Systems Asset Factory builds editor tooling that changes your project, not tools that only report on it:

  • CoreCLR Migration Scanner — rewrites the Mono-era C# that Unity 6.8 will break; preview every edit, then burn the list down in CI.
  • Play Compliance — rewrites the Android .so files that will block your Play update on 1 Feb 2027, with real 16 KB ELF alignment.
  • Assembly Warden — your .asmdef reference lists written from the compiled truth: adds, deletes, verifies, rolls back.
  • Reserialize — prove a serialized-field rename actually migrated, before you delete [FormerlySerializedAs].

Art packs, and tooling for RPG Maker MZ, GameMaker and Unreal — the full catalogue is here.

Purchase

Buy Now$14.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:

boughwright-unity-editor-tool.zip 104 kB
Version 1.0.0

Development log

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