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Installation

Welcome aboard! Setting up the Game Event System is a streamlined process designed to get you up and running in less than 15 seconds.

This guide covers the initial import, system initialization, and environment verification.


✅ Prerequisites

Before installing, ensure your project meets the minimum requirements:

RequirementMinimum VersionRecommended
Unity Version2021.3 LTS2022.3 LTS or newer
Scripting BackendMono or IL2CPPIL2CPP (for Production)
API Compatibility.NET Standard 2.1.NET Standard 2.1

Step 1: Import the Package

Depending on how you acquired the plugin, choose the appropriate import method:

  1. Open Unity and go to Window > Package Manager.
  2. Select "My Assets" from the dropdown.
  3. Search for "Game Event System".
  4. Click Download, then Import.
  5. When the file list appears, ensure all files are selected and click Import.
Compilation Time

After importing, Unity will trigger a recompilation. This is normal. Wait for the loading bar to finish before proceeding.


Step 2: Open the System Dashboard

Once imported, access the main hub via the Unity toolbar:

Tools > TinyGiants > Game Event System

🔍 Automatic Environment Check

Upon opening, the System Information panel (located at the bottom of the dashboard) will automatically scan your project environment.

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It verifies key compatibility metrics in real-time:

  • Unity Version: Validates if you are on a supported version (Green check for 2021.3+).
  • Render Pipeline: Auto-detects Built-in, URP, or HDRP. The plugin is compatible with all three.
  • Scripting Backend: Displays whether you are running on Mono or IL2CPP.
Smart Detection

You don't need to configure anything manually. If you see Green Checks in this panel, your environment is ready.


Step 3: Initialize the System

When you first open the window, the system detects that your scene is missing the required managers.

1. The "Uninitialized" State

You will see a warning banner at the top of the dashboard:

⚠️ Please initialize the system first.

(The action button will appear Dark Blue)

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2. One-Click Setup

Click the "Initialize Event System" button.

The system performs the following automated tasks:

  1. Creates a Game Event Manager GameObject (Singleton) in your scene.
  2. Generates the default GameEventDatabase asset (if missing).
  3. Generates the default FlowContainer asset (if missing).
  4. Compiles the necessary C# generic types.

3. Success!

The button will turn Green, and the status text will read "System Ready".

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Step 4: Verify the Hierarchy & Components

To ensure everything is working correctly, look at your Scene Hierarchy. You should see a new GameObject:

🔹 Game Event Manager

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The Component Stack

Select this object. In the Inspector, you will see it is pre-configured with a suite of manager components.

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Each component handles a specific aspect of the event system:

  • GameEventManager (👑 CORE): The mandatory central brain. It manages database loading, event lookups, and static resets. You must keep this.
  • GameEventPersistentManager: Handles events marked as Persistent (surviving scene loads via DontDestroyOnLoad).
  • GameEventFlowManager: The engine that executes Visual Node Graphs (Triggers & Chains).
  • GameEventSchedulerManager: Handles time-based logic like RaiseDelayed and RaiseRepeating.
Modularity & Safety

This architecture is modular. Technically, you can delete specific managers (e.g., FlowManager) if your project strictly never uses Flow Graphs or Delays.

However, we strongly recommend keeping all components attached. They have negligible overhead when idle, and removing them may cause "Missing Component" errors if you accidentally use a feature (like a Delayed Event) later in development.


🏁 Ready to Go!

Your system is now fully initialized and ready for production.

Where to go next?