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Hub System Dashboard

The Game Event System Window (The Hub) is your central command center. It is designed to provide a high-level overview of the plugin's status, quick access to core tools, and real-time environment telemetry.

Instead of hunting through project folders or menus, The Hub brings every critical operation into a single, organized interface.

πŸš€ Accessing the Hub​

Open the dashboard via the Unity top menu:

Tools > TinyGiants > Game Event System

(Shortcut: Ctrl+Alt+E on Windows / Cmd+Opt+E on Mac)


πŸ—ΊοΈ Interface Overview​

The dashboard is divided into specific functional zones. Below is a detailed breakdown of each section.

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1. πŸš€ Initialization & Status​

Located on the Middle-Left, this bar acts as the Global Health Indicator for the system.

  • Green Check: The system is fully initialized. Core managers and databases are present.
  • Blue Action Button: Critical components are missing (e.g., if the Manager object was accidentally deleted from the scene).
Quick Repair

If this bar turns Blue during development, simply click it to Auto-Repair the scene dependencies immediately. For the initial setup guide, refer to Installation & Setup.


2. ⚑ Core Workflow Tools​

Located in the Editor & Monitor section, these are your daily drivers.

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ToolDescription
Game Event EditorOpens the main management window to create, search, filter, and edit events. This is where you will spend 80% of your time.
Game Event MonitorOpens the runtime debugger. Use this during Play Mode to watch event execution paths, inspect values, and profile performance.

3. βš™οΈ Code Maintenance Tools​

Located in the Tools & Utilities section, these utilities manage the underlying C# generation system.

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  • Generate Game Event Code: Manually triggers the code generator. Use this if you have added a new custom type (e.g., GameEvent<MyCustomData>) and need the concrete class generated immediately.
  • Clean Game Event Code: Scans your project for generated classes that are no longer used by any asset and safely removes them to keep your project clean.
  • Clean All Game Event Code: A hard reset. Removes ALL generated code (except basic types). Use this only if you are reinstalling or refactoring significantly.
Automation

The system is designed to auto-generate code when you create events via the Wizard. You rarely need to click "Generate" manually unless you are doing custom scripting work.


4. ℹ️ System Telemetry​

Located on the Bottom-Right, this panel monitors your project environment in real-time.

It automatically validates your Unity Version, Render Pipeline, and Scripting Backend compatibility.

Environment Check

For a detailed explanation of what these metrics mean and how they affect the plugin, please refer to the Automatic Environment Check section in the Installation guide.


5. πŸ“‚ Quick Access​

Stop digging through the Project window. The Quick Access panel provides direct shortcuts to critical folders and assets.

  • Documentation: Pings the local PDF or opens this online documentation.
  • API Scripts: Selects the API folder in the Project View.
  • Databases: Selects the folder containing your .asset database files.
  • Flow Graph: Selects the folder containing your Visual Graph assets.
  • CodeGen: Jumps to the generated code folder.
  • Demo Scenes: Quickly locate the examples folder.

6. πŸ’¬ Support & Community​

We believe in strong support. Use this panel to connect with us.

  • Discord Community: Join our active server for real-time help and showcase.
  • Video Tutorials: Watch step-by-step guides on YouTube.
  • Rate on Asset Store: If you enjoy the plugin, a 5-star review helps us immensely! 🌟

πŸ“ Release Notes​

The top-right panel displays the highlights of the current version (Ver 1.0.0).

It categorizes new features into:

  • Listening & Binding: Updates to the Inspector workflow.
  • Flow Control: New graph nodes and logic capabilities.
  • Core Architecture: Performance improvements and backend changes.

Click View Full Details to open the comprehensive changelog file.