Pulse – GC-Free Event System with Live Debugger View on Asset Store (opens in new tab)

Package details

Latest version
1.1
Last updated
First released
Unity version
6000.3.8 or later
Package size
166 KB
Files
32
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Pulse – GC-Free Event System with Live Debugger

by Giant Grey (opens in new tab)

2 ratings, too few to average

Pulse is a GC-free event system for Unity featuring live signal tracing, script + line tracking, timeline visualization, breakpoints, event buses, and full payload inspection.

Price $35.00

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Price history

Last 6 months

USD
Price history for Pulse – GC-Free Event System with Live Debugger, 6 months Current $35.00; lowest $17.50; highest $35.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.1 released 11 Jun 2026 v1.1

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Pulse – GC-Free Event System with Live Debugger screenshot 1

Pulse – GC-Free Event System with Live Debugger screenshot 1

About this asset

DOCUMENTATION

Stop guessing where your events come from.

Pulse is a GC-free event system for Unity with a built-in live debugger that shows exactly who sent a signal, who received it, and how it propagated through your game.

No more digging through logs. No more guessing which system fired an event.

** New in Version 1.1 **

Serializable events

Assign events in the inspector while still retaining zero garbage collection.

Type-safe buses

Define static buses and select them via dropdown in the inspector.

Key Features

• GC-free event dispatch

• Serializable events

• Type-safe buses

• Built-in live event debugger (PulseScope)

• Timeline visualization of signal flow

• Breakpoints for event dispatch

• Multiple event buses

• Simple and clean API

• Designed for high-frequency gameplay events

In larger Unity projects, events quickly become difficult to track.

Execution order becomes unclear.

Call chains are hidden.

Debugging often turns into guesswork.

When something breaks, you’re left searching through logs and code trying to figure out who fired an event and why.

Pulse solves this problem.

Pulse combines a fast, allocation-free signal system with PulseScope, a powerful built-in debugger that lets you inspect your events in real time.

You can see exactly what happens when signals are dispatched and how they propagate through your game.

PulseScope – Built-in Event Debugger

PulseScope gives you complete visibility into your event system.

See exactly:

• Who raised a signal (script + line number)

• Which object sent it

• Who received it

• Execution order of listeners

• What payload was sent

• When it happened

• Signal flow visualized in a timeline

• Breakpoints to pause on dispatch

Track signal chains instantly and understand complex interactions without relying on logs.

Simple API

Emit a signal:

Pulse.Emit(new OnPlayerHit(data));

Subscribe to a signal:

Pulse.Subscribe<OnPlayerHit>(OnPlayerHit);

Use multiple event buses if needed:

Pulse.Bus("Combat").Emit(new OnPlayerHit(data));

Built for Performance

Pulse is designed for high-performance gameplay systems.

Zero garbage collection is achieved when monitoring in PulseScope is disabled.

Monitoring is automatically disabled in builds, ensuring optimal runtime performance while still providing powerful debugging tools during development.

From the publisher's Asset Store listing.

Technical details

  • Dispatch events at runtime with zero garbage collection when monitoring is disabled.High-performance, allocation-free signals
  • Organize signals into separate buses for modular systems (e.g., Combat, UI, Inventory).Multiple event buses
  • Inspect signals in real time: who raised them, which objects sent and received them, payload data, execution order, and timestamp.PulseScope – Built-in live debugger
  • Visualize signal flow over time for easier debugging of complex chains.Timeline visualization
  • Pause your game automatically when a specific signal is dispatched.Breakpoints for signals
  • Subscribe, emit, and organize signals in a few lines of code.Simple and intuitive API
  • Pass custom data with signals.Directional payload support
  • Monitoring is automatically disabled in builds, ensuring zero runtime overhead.Designed for production
  • Subscribe globally or per bus.Flexible subscription system
  • Know exactly in what order your listeners executed during a signal dispatch.Fast execution order tracking

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.8f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.