Code first, no magic 2D foundation. Core provides essential utilities for any project; modular sub-libraries offer high-performance, expandable starting points. Contract-safe and highly decoupled.PixelDot2D Core FrameworkA No-Magic, Architecturally Structured 2D FoundationExplicit Control. Decoupled Logic. Contract-Safe Architecture.Please note, this is not for beginners, this is code first! Targeted for intermediate and above, this is not a drag and drop, and it works, this does not come with editor magic where things just work!OverviewPixelDot2D is a code-first, architectural framework built for developers who prioritize systems over editor magic. This framework provides a highly expandable, modular foundation that works with you, not against you.PixelDot2D is built on a low-friction API. Most modules are designed to abstract away complexity through simple calls, ensuring ease of use without sacrificing the power and freedom of a code-first approach.Built to be evergreen, PixelDot2D relies on core C# and Unity internals. The only requirements are Unity 6.2 and above, and the Unity Input System, utilized for manual polling to maintain explicit control over the execution order, bypassing standard Unity input events.Sub libraries are isolated into Assembly Definitions, ensuring a clean dependency graph where the Core remains agnostic of specific game implementation. This isn't a drag-and-drop kit, it’s a professional-grade foundation for your next masterpiece.The ModulesCoreCore is designed to be dropped and used into any project. It handles the universal requirements of game development, such as object pooling, saving and loading, keybinds and so on. Core also includes a variety of utility, such as extension methods to help with everyday usage, such as LookAt2D, while also feeling like it’s a part of Unity.F-Bound Polymorphism: Object pooling and generics designed so the Editor cannot physically allow an incorrect prefab assignment.BinaryWriter/Reader: Robust save/load systems.Input Wrapper: A clean, decoupled abstraction over Unity’s New Input System.True Decoupling: Systems are isolated to prevent spaghetti dependencies across your project.Combat Sub-Library (The Universal 2D Execution Engine)Weapon systems are often a bloated mess of nested GameObjects and fragile physics. PixelDot2D treats combat as pure mathematical data, giving you absolute control over execution without the hierarchy overhead. This is a comprehensive, genre-agnostic engine capable of handling any 2D combat requirement.100% Virtual Architecture: Weapons do not exist as physical objects. They are logic-only entities driven by manual updates, keeping your hierarchy pristine and your CPU overhead near zeroInterface Driven: Combat is interface driven, meaning anything can use this weapon system with a small interface implementation.The Four Pillars of Execution: Out-of-the-box support for Hitscan, Projectile, Swing (Melee/Arcs), and Circle Cast (AOE). These four Cogs provide the foundation to recreate nearly any attack found in 2D gaming history.Infinite Variety (Zero Coding): Mix and match behaviors like Lego bricks. Using ScriptableObjects, you can combine different Cogs to create thousands of unique weapons without writing a single line of new code.Composite Weapon Stacking: Effortlessly stack multiple behaviors into a single Master Weapon. Create a shotgun that fires a hitscan blast while simultaneously launching projectiles.Built to Expand: The Logic-Kitbash architecture is structured so you can plug in custom Aiming, Gating, Execution, or Virtual Transform logic without ever touching or fighting the base framework.Visual Debugging: Virtual doesn’t mean invisible. Integrated Editor Gizmos draw your weapon’s range, arcs, and hitboxes in real-time, providing immediate visual feedback during development.Platformer Sub-Library (The Metroidvania Controller)A high-performance actor controller built on a State-Driven Architecture, using Unity’s Rigidbody 2D, while utilizing custom raycasts for specific collision checks (Such as wall climbing, ledge climb, and so on). It uses the Core but remains isolated from it, demonstrating true architectural separation.Atomic States: Includes Grounded, Airborne (with Coyote Time/Multi-jump), Wall Climb, Wall Ledge climbing, Climbing, and Gliding.Zero-Branching Logic: No massive if/else chains. States are isolated files that talk to a central Brain.Progression-Ready: Built-in methods to handle ability unlocking and Metroidvania-style progression.Who is this for?This framework is for Intermediate to Senior developers who are tired of all in one, premade game templates that are hard to decouple and use sections of. If you believe that a game is a series of small instructions creating complex results, PixelDot2D was built for you.RequirementsUnity: PixelDot2D is designed to be evergreen, relying purely on C# and Unity’s built-in systems. It imposes no external dependencies or UI frameworks; only Unity’s New Input System is required. Although fully decoupled, it integrates seamlessly with standard Unity components. Unity version requirement: Unity 6.2+ compatible.Technical: PixelDot2D assumes you have a solid grasp of C# architecture patterns. It makes extensive use of composition alongside inheritance, interfaces, and generics. Manual Update loops and abstract base structures are core to its design philosophy. This framework expects familiarity.Code Quality & Architectural PreviewTo demonstrate the No-Magic philosophy of PixelDot2D, I have provided a complete, functional look at the Object Pooler via GitHub Gist. This is not a lite version; it is the production-ready code included in the framework. Use it to audit the naming conventions, memory management, and structural safety of the framework before you buy.View the Gist: https://gist.github.com/PixelDot2D/c89bbeb4a152f954f291fc2ad8ad072bSupport & PrerequisitesSupport is provided for framework implementation and bug reports. Please note that PixelDot2D is an advanced architectural tool; a solid understanding of C# fundamentals, including Generics, Inheritance, and Constraints, is required. Support requests regarding basic programming syntax or C# language features fall outside the scope of this framework’s documentation.Core Specifications:Unity Version: 6.2 or higher required.Dependencies: Unity New Input System (Required).Architecture: Assembly Definitions (Asmdefs), C# Generics, Interfaces, and F-Bound Polymorphism.Package Contents:Modules: Core Utility, Platformer State-Machine Controller, Virtual Combat Engine.Other: Assembly Definitions, ScriptableObject templates, and example scenes.Performance:Logic-only Virtual weapon entities for zero hierarchy overhead.Manual update loops to bypass standard Unity event overhead.




