Skip to main content

Installation

Welcome aboard! Setting up the Game Event System is a streamlined process designed to get you up and running in less than 5 seconds.

🔈 Hover for sound
tip

The video above shows the entire process from import to initialization. For a detailed breakdown of each step, see the guide below.


✅ 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
Auto-Open

The first import will automatically open the GameEventSystem window

🔍 Automatic Environment Check

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

alt text

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)

alt text

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".

alt text


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

alt text

The Component Stack

Select this object. In the Inspector, you will see it is pre-configured with a suite of manager components. Each component is a singleton-based manager responsible for a specific part of the event lifecycle.

alt text

ComponentResponsibilityKey Features
GameEventManager👑 The Core BrainManages database loading, event lookups, and static state resets. This is the only mandatory component
GameEventPersistentManagerPersistenceManages events marked as "Persistent" that must survive scene transitions via DontDestroyOnLoad
GameEventFlowManagerVisual ScriptingThe execution engine for the Flow Graph. It coordinates the logic between Triggers and Chains
GameEventSchedulerManagerTime LogicHandles time-based operations like RaiseDelayed and RaiseRepeating
GameEventTriggerManagerFan-Out LogicManages "Trigger" nodes. When one event raises, it can trigger multiple target events simultaneously (Parallel)
GameEventChainManagerSequential LogicManages "Chain" nodes. Executes a series of events in order, supporting wait times and conditional breaks (serial)
Modularity & Safety

This architecture is modular. Technically, you can delete specific managers (e.g., if you don't use Flow Graphs, you could remove the Flow, Trigger, and Chain managers) to minimize the scene footprint.

However, I strongly recommend keeping the full stack attached. These components:

  1. Have zero overhead when idle (no Update loops).
  2. Are required for the Visual Workflow to function.
  3. Prevent "Missing Component" runtime errors if you later decide to use a Delayed Raise or a Flow Graph.

🏁 Ready to Go!

Your system is now fully initialized and ready for production.

Where to go next?