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Price history
Lowest recorded standalone price: $9.99. Recorded observations span to . This is our available history, not a guaranteed all-time low. Bundle package prices are separate.
Standalone price
Last three months, in USD. Bundle prices cover the whole package.
About Evently - Lightweight Event Bus
- Tools, Systems & Learning > Development Tools & Automation
Stop wiring everything together.
Evently introduces a clean and deterministic event-driven communication layer for Unity. Instead of tightly coupling systems with direct references, singletons, or manager chains, Evently allows components to communicate through a scalable publish/subscribe event architecture. This keeps your codebase modular, maintainable, and significantly easier to extend as your project grows.
No string-based events.
No hidden dependencies.
No fragile object graphs.
Evently provides a type-safe event system for Unity that enables systems to react to events without knowing about each other.
Core Capabilities
• Global Event Bus – project-wide messaging system for communication between gameplay systems
• Scoped Event Buses – isolated buses for modular features, UI panels, mini-games, tools, or temporary systems
• Disposable Subscriptions – explicit lifetime control for every event listener
• Auto-Bound MonoBehaviour Listeners – automatic cleanup when Unity objects are destroyed
• Lightweight Debug Window – inspect active events and listener counts directly in the Unity Editor
Event Dispatching, Done Right
• Type-Safe Events – strongly-typed contracts (structs or classes), zero magic strings
• Fluent Listener API – chainable configuratio for expressive and maintainable subscriptions
• Duplicate Subscription Protection – prevent accidental multiple registrations
• Exception-Safe Dispatching – one failing listener won’t break the entire event chain
• Minimal Allocations – optimized for performance-sensitive and mobile projects
Evently introduces a clean and deterministic event-driven communication layer for Unity. Instead of tightly coupling systems with direct references, singletons, or manager chains, Evently allows components to communicate through a scalable publish/subscribe event architecture. This keeps your codebase modular, maintainable, and significantly easier to extend as your project grows.
No string-based events.
No hidden dependencies.
No fragile object graphs.
Evently provides a type-safe event system for Unity that enables systems to react to events without knowing about each other.
Core Capabilities
• Global Event Bus – project-wide messaging system for communication between gameplay systems
• Scoped Event Buses – isolated buses for modular features, UI panels, mini-games, tools, or temporary systems
• Disposable Subscriptions – explicit lifetime control for every event listener
• Auto-Bound MonoBehaviour Listeners – automatic cleanup when Unity objects are destroyed
• Lightweight Debug Window – inspect active events and listener counts directly in the Unity Editor
Event Dispatching, Done Right
• Type-Safe Events – strongly-typed contracts (structs or classes), zero magic strings
• Fluent Listener API – chainable configuratio for expressive and maintainable subscriptions
• Duplicate Subscription Protection – prevent accidental multiple registrations
• Exception-Safe Dispatching – one failing listener won’t break the entire event chain
• Minimal Allocations – optimized for performance-sensitive and mobile projects
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