Lightweight runtime synchronization system implementing the Barrier Pattern for coordinated gameplay execution.
A modular runtime system to synchronize async gameplay events without tight coupling.Barrier Pattern provides a clean, modular layer for synchronizing independent gameplay systems without tight coupling or complex state handling.It allows multiple asynchronous operations — such as UI transitions, timers, animations, scene preparation, spawning logic, or system initialization — to register as participants in a barrier. Execution continues only when all participants have completed.The package is designed to be simple to integrate, extensible, and safe for production use. It is genre-agnostic and suitable for any Unity project that requires coordinated execution flow, including loading systems, cutscenes, wave spawning, multi-stage initialization, or gameplay gating.A sample scene is included demonstrating UI fade transitions and timed events synchronizing before gameplay proceeds, followed by a secondary barrier controlling unit spawning.The system is fully customizable and can be extended to match project-specific architecture.Runtime implementation of the Barrier PatternLightweight, decoupled synchronization layerSupports multiple concurrent participantsClear API for registering and completing tasksDesigned for modular project architecturesMinimal overhead and clean integrationSample scene demonstrating practical use casesCompatible with Unity LTS versionsNo external dependencies




