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Game Event System (GES) ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ
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์„ค๋ช…

๐Ÿš€ Stop Fighting Spaghetti. Start Building with Clarity.

Game Event System (GES) is a productivity tool for developers who refuse to choose between visual clarity and runtime performance. It combines visual node graph convenience with native C# power โ€” giving your project a robust nervous system.

โค๏ธ Your project deserves professional architecture.
๐Ÿ”ฅ Unity 6 (No Domain Reload) & Tuanjie Engine Ready.

๐Ÿ”— Community Service

Global Community

China / Local Support

๐Ÿ› ๏ธ Core Features

  • โœจ Asset-Driven Architecture: ScriptableObject-based with GUID protection. Rename or move assets without breaking references. Say goodbye to Missing Reference errors.

  • ๐Ÿ•ธ๏ธ Visual Flow Orchestration: A zoomable node editor for complex event chains, parallel triggers, and sequential logic. Make your logic visible and controllable.

  • โšก Zero-Reflection Performance: Expression Tree compilation converts logic into native delegates at runtime โ€” C++ speed with zero GC allocation.

  • ๐Ÿง  Advanced Logic Builder: Build nested AND/OR logic and dynamic property comparisons without writing a single line of code.

  • ๐ŸŽง Professional Event Binding: Drag-and-drop UnityEvent wiring with type-safe indicators, priority execution, and conditional listeners.

  • โณ Fine-Grained Flow Control: Native support for Delay, Loop, Async/Await, and gates. Manage logic easily with cancellable Task Handles.

  • ๐Ÿ“œ Automated CodeGen Pipeline: Triple-mode generator (Base, Custom, Sender) resolves Unity's generic serialization limits automatically.

  • ๐Ÿ›ก๏ธ Industrial toolchain: Scene-wide reference finder, batch wizard, database health checker, and move protection.

๐Ÿ’ช Who Needs GES?

  • ๐ŸŽฏ Solo Developers: Eliminate spaghetti code from day one.

  • ๐Ÿ† Professional Teams: A centralized, searchable event database.

  • ๐ŸŽจ Designers: Trigger complex logic without writing C#.

  • ๐Ÿš€ High-Perf Games: Optimized for competitive and high-throughput projects.

๐Ÿ“ฆ Technical Specs

  • Architecture: ScriptableObject-based with GUID protection.

  • Generic Support: Void, GameEvent<T>, GameEvent<TSender, TArgs>.

  • Performance: Expression Tree compiler โ€” zero reflection overhead.

  • UI: Dashboard manager with fuzzy search and batch operations.

  • Platforms: PC, Mobile, Console, WebGL (IL2CPP & Mono).

๐Ÿ† A Note from the Developer

"I built GES to solve invisible code dependencies. Itโ€™s the architectural foundation I use every day. Let's build something great together." โ€” Tino, TinyGiants

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