A modern event bus with clean API, auto-dispose support, and built-in debugging tools.Stop wiring everything together.Evently introduces a clean and deterministic event-driven communication layer for Unity. Instead of tightly coupling systems with direct references, singletons, or manager chains, Evently allows components to communicate through a scalable publish/subscribe event architecture. This keeps your codebase modular, maintainable, and significantly easier to extend as your project grows.No string-based events. No hidden dependencies. No fragile object graphs.Evently provides a type-safe event system for Unity that enables systems to react to events without knowing about each other.Core CapabilitiesGlobal Event Bus – project-wide messaging system for communication between gameplay systemsScoped Event Buses – isolated buses for modular features, UI panels, mini-games, tools, or temporary systemsDisposable Subscriptions – explicit lifetime control for every event listenerAuto-Bound MonoBehaviour Listeners – automatic cleanup when Unity objects are destroyedLightweight Debug Window – inspect active events and listener counts directly in the Unity EditorEvent Dispatching, Done RightType-Safe Events – strongly-typed contracts (structs or classes), zero magic stringsFluent Listener API – chainable configuratio for expressive and maintainable subscriptionsDuplicate Subscription Protection – prevent accidental multiple registrationsException-Safe Dispatching – one failing listener won’t break the entire event chainMinimal Allocations – optimized for performance-sensitive and mobile projectsDocumentation




