It's a production-ready Unity toolkit for building clean, decoupled gameplay communication without fragile object references.
It combines three core workflows in one package:
- EventBus<T> for global, code-first events between systems.
- ScriptableObject Event Channels for designer-friendly Inspector wiring.
- AnimationEventManager for turning any animation event into gameplay signals with simple key-to-channel mapping.
This asset is designed to reduce boilerplate, improve scene-to-scene reliability, and keep event logic scalable as your project grows.
Why It’s Useful
- Build features faster with less coupling between gameplay systems.
- Give designers a safer event workflow without writing code for every connection.
- Trigger gameplay directly from animation timing without custom one-off scripts.
- Keep runtime behavior predictable with explicit subscription lifecycle patterns.
Check documentation
If any questions or problems, write on Discord