Tools for UNITY developers

UnioSoft

[ Framework ]

Framework is hight level collection of components to cover different aspects of game development. Key idea is to provide developers with set of tools, and they will take from this set as much as they need for their game without pushing them to use some special architecture as all other project templates and toolkits usualy do. Conceptually framework consists of components, which represent some logical patterns. Another key idea is to reduce amount of coding tasks, so any designer should be able to do what he need to do without coding at all.

Managers

Manager components are used to describe high-level sub-systems. Usualy they leave between scenes and exists in one globally visible instance.

  • Coroutines Manager - globally visible static class to execute coroutines.
  • Updates Manager - globally visible static class to execute methods periodically (without using expensive MonoBehaviour.Update method).
  • Canvas Manager - globally visible class to automatically instantiate canvas objects, to emulates windows-like system with one modal and many popup windows.
  • Bindings Manager - responsible for data transfer from binding sources to binding targets.
  • SysUI Manager - responsible for global debug UI.
  • Remoting Manager

Helpers

Helper components are used for some specific situations, some simple block of behavior.

  • Delay - will allow you to postpone some actions visually
  • Events - visually design reactions on object creation/destruction
  • Commands - will allow you to design 80% of logic visually
  • Dont Destroy - keep object alive between scenes
  • Input Field - hook return from input field, filters it and forward to other components
  • Popup - automatically open in Canvas Manager some canvas
  • Toggle - responsible for on/off state

Bindings

Components to link uGUI to data in your objects and apply this data back. More about data binding here.