
SoapKit – Modular ScriptableObject System
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Build clean, scalable Unity games with SoapKit — a complete ScriptableObject architecture featuring event-driven logic, data binding, and real-time editor tools.SoapKit is a complete ScriptableObject architecture toolkit built for clean, scalable game development in Unity.It provides a modular system for Variables, Events, and Bindings—all designed to work without code. The system is fully customizable and fits any genre, from RPGs to city-builders or mobile games.With real-time debugging, performance tracking, and visual tools, SoapKit helps you build robust, decoupled systems fast. Every feature is editor-integrated and production-ready.Whether you're a solo developer or part of a studio, SoapKit brings a professional, event-driven foundation to your project.Check documentationhttps://tupicode.github.io/SoapKit-DocEvent System – Type-safe ScriptableObject events with listener management, history, and performance trackingVariable System – Strongly typed ScriptableObject variables with constraints, validation, and runtime monitoringCustom Types Support – Easily create your own event and variable types with base classes and full editor supportAsset Creation Window – Dedicated window for creating variables and events in batches or from templatesSupported Built-in Types – Bool, Int, Float, String, Vector2, Vector3, Vector2Int, Color, GameObject, Transform, TimeSpanEditor Tools – Debug windows, dependency visualizer, performance analyzer, asset cleaners, and hierarchy overlaysRuntime Debugging – Live inspector updates, listener counts, event history, and validation feedbackCustomizable Bindings – Connect variables and events directly to GameObjects and components via SOAPBindPerformance Optimized – Event-driven updates (no Update() polling), reflection caching, memory-safe subscriptionsUnity Integration – CreateAssetMenu paths, assembly definitions, context menus, and UPM supportFull Documentation – Complete online documentation with usage guides, examples, and API reference includedAI tools were used only for code/documentation assistance. All package code, assets, and final implementation are original and fully authored by me.