Game Event System(GES) is a professional, visual, and type-safe event system for Unity. Eliminate spaghetti code with ScriptableObject-drivenevents, nodes orchestration, and native C# performanceMinimum supported version: Unity 2021.3.45f1 LTSFully compatible with Unity 6 (6000.x), including Enter Play Mode with No Domain Reload.Supports IL2CPP and Mono scripting backends.Compatible with Built-in, URP, HDRP, and Custom Render Pipelines (rendering pipeline independent).Tested on Windows, macOS, Linux, iOS, Android, WebGL, and console platforms.🚀 Stop Fighting Spaghetti. Start Building with Clarity.Game Event System (GES) is an industrial-grade productivity tool built for developers who refuse to choose between visual clarity and runtime performance. It combines the convenience of a visual node graph with the raw power of native C# — giving your project a robust, scalable nervous system.❤️ Your project deserves professional architecture. 🔥 Fully supports Unity 6 Enter Play Mode (No Domain Reload) & Tuanjie Engine.📢 Notice for Legacy Users (Important)I'm back! Due to regional policy adjustments, GES was migrated to this new listing.Are you a previous owner of the legacy GES? I value your support! If you purchased the previous version and need to migrate to this new listing or claim your community activation code, please join TinyGiants Discord Community. I'll dedicate to verify your proof of purchase and ensuring you have seamless access to all future updates.🚀 Service & Support Matrix🏠 TinyGiants Portal📘 Technical Documentation💬 Discord Community — Claim legacy activation codes here!🎥 YouTube Channel🎮 Unity Forum Thread🐙 GitHub Organization🛠️ Core Features✨ Asset-Driven Event Architecture: ScriptableObject-based with GUID protection. Rename files, move folders — references never break. Say goodbye to "Missing Reference" errors.🕸️ Visual Flow Orchestration: A powerful, zoomable node editor. Design complex event chains, parallel triggers, and sequential logic in a single window.⚡ Zero-Reflection Performance: Powered by Expression Tree compilation. Logic conditions compile into native delegates at runtime — delivering C++-like execution speed with zero GC allocation.🧠 Advanced Logic Builder: Build nested AND/OR logic groups and dynamic property comparisons — without writing a single line of code.🎧 Professional Event Binding: Drag-and-drop UnityEvent wiring with type-safe indicators. Includes priority execution and conditional listeners.⏳ Fine-Grained Flow Control: Native support for Delay, Loop, Async/Coroutine awaiting, and conditional gates.📜 Automated CodeGen Pipeline: A unique triple-mode generator that automatically resolves Unity's generic serialization limitations.🛡️ Industrial-Grade Toolchain: Built-in scene-wide reference finder, batch creation wizard, and database health checker.💪 Who Needs GES?🎯 Solo Developers — Eliminate spaghetti code from day one.🏆 Professional Teams — A centralized, searchable, maintainable event database.🎨 Technical Artists & Designers — Trigger and manage complex logic without writing C#.🚀 Performance-Critical Games — Competitive games, large unit counts, high-throughput projects.📦 Technical SpecsArchitecture: ScriptableObject-based with GUID protectionGeneric Support: Void, GameEvent, GameEventPerformance: Expression Tree compiler — zero reflection overhead at runtimeWorkflow: Dashboard-style manager with fuzzy search and batch operationsPlatforms: PC, Mobile, Console, WebGL (IL2CPP & Mono)🏆 A Note from the Developer"I built GES because I was tired of fighting invisible code dependencies. This isn't just a plugin — it's the architectural foundation I use every day in my own game development. Thank you for staying with me through my store migration. Let's build something great together." — Tino, TinyGiants[⚓ ARCHITECTURE]GUID Identity: Every event retains a unique ID in its .meta file. Renaming or moving assets never breaks scene references.Full Generic Support: GameEvent (no args), GameEvent, GameEventMulti-Database Management: Modular organization with dynamic loading and category-based fuzzy search.Folder-Move Protection: Automatically intercepts illegal asset moves to prevent broken references.Static Variable Auto-Reset: Uses [RuntimeInitializeOnLoadMethod] to clean internal caches and prevent editor play-mode data pollution. (v1.0.2 deeply refactored for Tuanjie Engine & Unity 6)[🕸️ NODE GRAPH & LOGIC]Expression Tree Compiler: Conditions compile into high-performance delegates (System.Linq.Expressions) — zero reflection overhead.Visual Logic Builder: Build complex nested AND/OR logic and dynamic object property comparisons without code.Hybrid Execution: 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: Built-in support for "wait for completion", "wait for frames", and conditional execution gates.Undo/Redo: Snapshot-based history system custom-built for the node editor.[🎧 BINDING & SCRIPTING]Visual Binding: Wraps UnityEvent with zero-code drag-and-drop callback binding and type-safe runtime indicators.Priority System: Integer-based sorting ensures critical logic (UI, audio) executes in the correct order.Persistent Listeners: Native cross-scene listeners that remain active across scene transitions.Runtime API: Full programmatic control for registering/unregistering listeners and managing DelayHandle / TaskHandle.[📜 AUTOMATION]Triple CodeGen Modes: Auto-generates concrete classes for base types, custom types, and sender-aware types — resolving Unity's generic serialization limits.Delay & Repeat: Built-in timed signals with cancellable handle management.Async Awaiting: Event chains can await Coroutine or Async task completion before continuing.[📊 DEBUGGING & PERFORMANCE]Runtime Monitor: Live profiling of execution time (avg/min/max), listener count, and GC allocation.Tree Visualizer: Real-time view of active triggers and chain hierarchies for debugging complex logic flows.Scene-Wide Reference Finder: Scans the current scene to locate component-level event dependencies.| Action | Performance | Note | | :--- | :--- | :--- | | Event Raise (0 listeners) | ~0.001ms | Near-zero overhead | | Event Raise (10 listeners) | ~0.02ms | Zero GC allocation | | Logic Condition Evaluation | ~0.003ms | Expression Tree optimized | | Platform Compatibility | IL2CPP & Mono | Fully optimized backends |Deep Logging: Full timestamps, frame counts, argument values, and stack traces.[🚀 PERFORMANCE BENCHMARKS]



