Keystone Utilities — 10 Systems: State Machine, Event Bus, Save System & More
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State Machine, Event Bus, Save System, Object Pooling, Audio Manager, Input Manager & more — 10 decoupled, tested Unity systems. Drop in and ship faster.Unity 2021.3 LTS or newerCore systems: no external asset or package dependenciesDemo scenes: require Unity's UI package (com.unity.ugui) for their buttons/panels — included by default in most projects; add via Package Manager (Window → Package Manager → Unity Registry → "Unity UI") if you've removed itWorks in any render pipeline (Built-in / URP / HDRP) — none of these systems touch rendering480+ automated tests. Zero forced dependencies. Ten systems, take them one at a time.Keystone Utilities is a toolkit of ten independent, production-ready systems covering the gameplay-programming groundwork almost every Unity project needs:🧩 Event Bus — Systems communicate through typed events, not direct references — priority ordering, filters, one-shot subscriptions, deferred dispatch, interceptors, and event history for debugging.⏪ Command Pattern — Execute/Undo/Redo, built in from the start — composite macros, sequential queues, cooldowns, and middleware, the backbone of RTS controls, editors, and replay systems.🗂️ State Machine — Pause without losing gameplay state — push a state on top, pop it to resume exactly where you left off, with guarded transitions and automatic input/music context switching.♻️ Object Pooling — Prewarmed, reusable instances — no runtime Instantiate/Destroy, hard caps, auto-expand, auto-return, zero allocation in your hot path.⏱️ Coroutine Timer — Delay, repeat, and countdown timers that run from any plain C# class — no MonoBehaviour required.🔊 Audio Manager — Centralized playback for every sound in the game — pooled SFX, cross-fading music, auto-persisted per-channel volume/mute, 3D and following sounds.🎮 Input Manager — Named actions with contexts — live rebinding, mobile virtual axes, swipe detection, and a swappable backend for testing or new input systems.💾 Save System — Multi-slot saves, production-ready from the start — version migration, autosave, a save-select-ready manifest API, JSON or lightweight-obfuscated binary.🔒 Singleton — The MonoBehaviour singleton base class — done once, correctly, with quit-safety and duplicate protection.📄 Metadata Loader — One API for loading JSON, CSV, and XML from Resources, StreamingAssets, or disk — including the Android-safe async path everyone forgets.Take only what you need. Most systems have zero dependency on anything else in the package — drop any one into a project alone. Exact per-system details are in the manual.Every public method is covered in the included manual. Every system gets its own interactive demo scene — real buttons, live stats panels, no console-log spelunking required — plus a companion *_Examples.cs file behind it demonstrating every feature in code. A combined "Arena Survival" scene shows all ten systems working together in one small playable 3-wave combat loop.Each system is a complete, production-ready tool on its own — not a stripped-down piece that only makes sense bundled with the rest. Use several together, though, and nothing feels bolted on: same Event Bus, same test suite, same conventions throughout, built and tested as one set rather than glued together after the fact. Whether you're prototyping a game jam entry or laying the foundation for a full production, the plumbing here is already done — alone or combined.What's includedFull C# source for all 10 systems (Assets/GameKit/Scripts), compiled into its own assemblyA Hub scene plus an interactive demo scene per system, and a combined "Arena Survival" scene (Assets/GameKit/Demo)A full example script per system demonstrating every featureREADME.md quick-start guide, MANUAL.md full reference, and CHANGELOG.md version history✅ 10 complete systems — take only what you need, nothing else required✅ Zero dependencies in the core systems — no third-party plugins; only the demo scenes need Unity's own UI package (already in most projects)✅ Fully documented — a full manual with API tables and diagrams, plus an interactive demo scene for every system with real UI, buttons, and live stats panels✅ Rigorously tested — every system passes a full EditMode + PlayMode regression suite before release✅ Decoupled by design — no tangled cross-references between systems✅ Extension points everywhere — swappable input backends, save serializers, audio/command/input middleware✅ Editor-friendly — Inspector-configurable settings, tooltips on every field, clear console warnings instead of silent failures✅ Own assembly definition — compiles independently, won't slow down your project's iteration timesI used Claude (Anthropic's AI coding assistant) as a development aid throughout the creation of this package. It assisted with implementing the core systems and their C# code, writing automated EditMode/PlayMode tests, diagnosing and fixing bugs found during manual testing across the Unity Editor, a Windows build, and an Android build, and maintaining project documentation (README, manual, changelog). It also wrote an editor tool that procedurally synthesizes the package's placeholder demo audio clips (simple waveform generation — tones/noise written directly to .wav files), rather than using any third-party or pre-existing audio assets. All functional testing — including manual verification of gameplay behavior and cross-platform testing on real Windows and Android builds — and all decisions about what to fix and when, were done by me. No art, third-party audio, or other external media assets are included in this package.




