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Package details
- Latest version
- 1.1
- Last updated
- First released
- Unity version
- 6000.3.8 or later
- Package size
- 166 KB
- Files
- 32
- Favorites
- 64
- Views in the past week
- 18
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- $17.50 on
Keywords
Pulse – GC-Free Event System with Live Debugger
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.
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Pulse – GC-Free Event System with Live Debugger screenshot 1
About this asset
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
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.8f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.