Game Event System (GES) is a professional, visual and type-safe event architecture. It eliminates "spaghetti code" through ScriptableObject, high-performance logic, and node-based orchestration.[Compatibility]• Unity: 2021.3 LTS or higher (including Unity 6).• Pipelines: Built-in, URP, and HDRP (100% compatible).• Backends: Verified on Mono and IL2CPP.• Platforms: PC, Mobile, Consoles, and WebGL.[Technical]• Standalone: No 3rd-party dependencies required.• Modularity: Includes Assembly Definitions (AsmDef).• Performance: Logic-based system; zero impact on rendering.🚀 Tired of Invisible Spaghetti Code? Master Your Game Logic with Visual Precision! Why settle for chaotic event management when you can build a robust, scalable, and visual nervous system for your game?Professional architecture shouldn't be hard. Get the visual power of node graphs with the raw performance of C#.❤️ Your Project Deserves Professional Architecture.Game Event System (GES) is the ultimate production-ready solution to transform "invisible" code into maintainable, testable workflows. This system is designed for developers who refuse to compromise between Visual Clarity and Raw Performance.🔗 Quick Navigation📘 High-Quality Documentation🎥 GES Reveal Trailer💬 Expert Support on Discord🎮 Official Unity Forum📧 Email Support🛠️ Transform Your Project With:✨ Events as First-Class Assets - ScriptableObject-driven architecture with GUID Protection. Rename files or move folders without ever breaking a reference—zero "Missing Reference" nightmares.🕸️ Visual Flow Orchestration - A powerful, zoomable Node Editor. Orchestrate complex event chains, parallel triggers, and sequential logic in one window. See your game's logic breathe.⚡ Zero-Reflection Performance - High-speed Expression Tree Compilation. Conditions compile to native delegates at runtime, delivering C++ like performance with Zero GC allocation during execution.🧠 Advanced Logic Builder - Construct nested AND/OR logic groups and dynamic property comparisons without writing a single line of code.🎧 Pro-Grade Binding - Drag-and-drop UnityEvent wiring with type-safe status markers. Includes prioritized execution and conditional listeners that only fire when criteria are met.⏳ Granular Flow Control - Built-in support for Delays, Loops, Async/Coroutine waits, and conditional gates. Manage pending logic with cancellable Task Handles.📜 Automated CodeGen Pipeline - Exclusive Tri-Mode Generator for Basic, Custom, and Sender-aware types. Solves Unity’s generic serialization limits automatically.📊 Real-Time Runtime Monitor - Deep profiling of Execution Time (Avg/Min/Max), listener counts, and GC allocations. Debug complex flows with the Automation Tree Visualizer.🛡️ Production-Ready Tooling - Features a Scene-wide Reference Finder, Batch Creation Wizards, Database Health Checks, and Folder Protection.💪 Perfect For:🎯 Indie Developers wanting to eliminate "spaghetti code" early.🏆 Professional Teams needing a centralized, searchable event database.🎨 Technical Artists & Designers who want to trigger logic without C# scripts.🚀 Performance-Critical Games requiring high-frequency event execution.🏆 Built by TinyGiants: Tools You Can Trust"I built GES because I was tired of battling invisible dependencies. This isn't just a plugin; it's the architectural foundation I use in my own games every day."✅ Expert Support Within 24-48 Hours ✅Download GES now and transform your Unity project into a maintainable masterpiece!Tired of wrestling with magic strings, broken scene references, and hidden bugs? Unleash the power of Game Event System and watch your project's architecture scale effortlessly.📦 Technical Details (The "Hard" Specs):Asset-Based Identity: ScriptableObject architecture with GUID protection.Comprehensive Generics: Support for Void, GameEvent, and GameEvent.Expression Tree Compiler: Eliminates reflection overhead for logic evaluation.Modern Editor UI: Dashboard-style management with fuzzy-search filtering.Cross-Scene Persistence: Native support for listeners that survive scene transitions.Full API Parity: Every visual feature is accessible via the robust Runtime API.Multi-Platform: Optimized for PC, Mobile, Console, VR/AR, and WebGL (IL2CPP & Mono).Game Event System (GES) Complete Technical Specifications:[⚓ ARCHITECTURE DETAILS]GUID Identity System: Every event maintains a unique ID in its .meta file; renaming or moving files will never break scene references.Comprehensive Generics: Native support for GameEvent (Void), GameEvent, and GameEvent.Multi-Database Management: Supports modular organization with Dynamic Loading and Category-based fuzzy-search filtering.Folder Protection: Intercepts asset moves to prevent the plugin from being accidentally moved to the 'Plugins' folder.Auto Static Reset: Uses [RuntimeInitializeOnLoadMethod] to clear internal caches, preventing data pollution between Play Mode sessions.[🕸️ NODE GRAPH & LOGIC]Expression Tree Compiler: Conditions are compiled into high-performance delegates (System.Linq.Expressions) at runtime, eliminating reflection overhead.Visual Logic Builder: Construct complex nested AND/OR logic and dynamic property comparisons without code.Hybrid Execution Modes: Seamlessly mix 'Fire-and-Forget' parallel triggers with 'Blocking' serial chains.Argument Transformers: Dynamically extract and pass specific object properties between flow nodes.Flow Gates: Supports 'Wait for Completion', 'Wait for Frames', and conditional execution gates.Undo/Redo: Custom snapshot-based history system for the Graph Editor.[🎧 BINDING & SCRIPTING]Visual Binding: Wraps UnityEvent for zero-code, drag-and-drop callback binding with type-safe status markers.Priority System: Integer-based sorting ensures critical logic (e.g., UI/Audio) executes in the correct order.Persistent Listeners: Native support for cross-scene listeners that remain active during scene transitions.Dynamic API: Full programmatic control to register/unregister listeners and manage DelayHandle / TaskHandle.[📜 AUTOMATION]Tri-Mode CodeGen: Automated concrete class generation for Basic, Custom, and Sender types to solve Unity's generic serialization limits.Delayed/Repeating Execution: Built-in support for timed signals with cancellable handles.Async Wait Mechanism: Chains support waiting for Coroutines/Async tasks before proceeding.[📊 DEBUGGING & PERFORMANCE]Runtime Monitor: Real-time profiling of Execution Time (Avg/Min/Max), listener counts, and GC memory allocation.Automation Tree: Visualizer for active Trigger and Chain hierarchies to debug complex flows.Reference Finder: Scene-wide scanner to pinpoint component-level event dependencies.Deep Logging: Records timestamps, frame counts, parameter values, and full stack traces.[🚀 PERFORMANCE CHARACTERISTICS]Event Raise (0 listeners): ~0.001ms (Virtually free)Event Raise (10 listeners): ~0.02ms (Zero GC allocation)Condition Evaluation: ~0.003ms (Expression Tree optimized)IL2CPP/Mono: Fully compatible and optimized for both.




