
Magikus is a modular toolkit for Unity that includes a collection of utilities, decorators, structures, systems and editor tools to helps you build games faster and keep your code clean.This package uses Text Mesh Pro in some of it's features.Magikus is a personal toolkit I’ve been building and refining over the years while working on Unity projects. It’s made to solve recurring problems, reduce repetitive code and make the editor a bit more friendly.The toolkit is split into focused modules:Utilities for quick scripting helpersDecorators to improve the Unity InspectorStructures for clean, reusable data logicMachines for time-based behaviorsSystems like pooling and timescale controlTools to improve the editor experienceEverything is customizable, source-included and built to be practical (no bloated features or forced workflows). You can just grab what you need, plug it into your project, and start using it right away. If you’re prototyping or deep in a big game, Magikus can help you stay organized and save time.Full documentation is available at: https://www.magikusstudios.comIncluded Modules:UtilitiesHandy methods for math, strings, randomness, input, looping, easing, file handling and more. Built as extension methods to keep code short and readable.DecoratorsInspector attributes like [Button], [Toggle], [Line], [Title] and [Collapse] to make the editor more visual and easier to work with.StructuresSerialized types like Toggle, Switch and Flexor3 to group and organize data without custom scripts.MachinesTween engines, update loops, cycles and state machines to help manage logic that runs over time.SystemsOut-of-the-box systems for pooling, timescale control, label-based tagging and decoupled event messaging using ScriptableObjects.ToolsEditor windows for organizing your hierarchy, editing curves, managing script files and tracking object references.Requirements:Unity 2021.3 or newerWorks in both Built-In and URPNo external dependencies (Some features make use of TextMeshPro)Full C# source code includedEditor tools are editor-only and do not impact runtime performance