Unity
Game Event System (GES)
$29.99
Rated 5.0/5 from 15 ratings on Unity.
About Game Event System (GES)
- Tools, Systems & Learning > Development Tools & Automation
Game Event System (GES) is a visual, type-safe event architecture for Unity. It turns scattered event calls and hidden dependencies into searchable event assets, maintainable flow graphs, and direct C# APIs.
Core Features:
- Asset-Driven Event Architecture: Events are ScriptableObject sub-assets stored in a GameEventDatabase. Supports multiple databases for modular projects.
- Type-Safe Events and Automatic CodeGen: Supports parameterless, strongly typed, and sender-aware events. Built-in CodeGen workflow solves Unity's generic serialization limitations.
- AOT-Safe Runtime: Uses strongly typed event actions for IL2CPP/Mobile compatibility without runtime expression delegates.
- AOT Condition Baking: Build nested visual conditions with a bake-and-validate pipeline to detect missing conditions before build.
- Optional Addressables Integration: Load event databases asynchronously by address or GUID.
- Visual Flow Orchestration: Design event relationships in a zoomable node graph with parallel fan-out, sequential chains, delays, loops, and argument transformation.
- Visual Conditions and Event Binding: Build nested AND/OR groups and connect events to UnityEvents with type-aware selectors.
- No-Code Scene Components: Use GameEventRaiser and GameEventReceiver components for UI, animation, audio, and gameplay systems.
- Runtime Database and Query API: Locate events by GUID, name, category, or runtime type.
- Production Toolchain: Central event dashboard, multi-database management, scene-wide reference finder, and runtime monitor.
Supports Mono, IL2CPP, and Enter Play Mode Options with Domain Reload disabled.
Core Features:
- Asset-Driven Event Architecture: Events are ScriptableObject sub-assets stored in a GameEventDatabase. Supports multiple databases for modular projects.
- Type-Safe Events and Automatic CodeGen: Supports parameterless, strongly typed, and sender-aware events. Built-in CodeGen workflow solves Unity's generic serialization limitations.
- AOT-Safe Runtime: Uses strongly typed event actions for IL2CPP/Mobile compatibility without runtime expression delegates.
- AOT Condition Baking: Build nested visual conditions with a bake-and-validate pipeline to detect missing conditions before build.
- Optional Addressables Integration: Load event databases asynchronously by address or GUID.
- Visual Flow Orchestration: Design event relationships in a zoomable node graph with parallel fan-out, sequential chains, delays, loops, and argument transformation.
- Visual Conditions and Event Binding: Build nested AND/OR groups and connect events to UnityEvents with type-aware selectors.
- No-Code Scene Components: Use GameEventRaiser and GameEventReceiver components for UI, animation, audio, and gameplay systems.
- Runtime Database and Query API: Locate events by GUID, name, category, or runtime type.
- Production Toolchain: Central event dashboard, multi-database management, scene-wide reference finder, and runtime monitor.
Supports Mono, IL2CPP, and Enter Play Mode Options with Domain Reload disabled.