🚀 Stop Fighting Spaghetti. Start Building with Clarity.
Game Event System (GES) is an industrial-grade productivity tool built for developers who refuse to choose between visual clarity and runtime performance. It combines the convenience of a visual node graph with the raw power of native C# — giving your project a robust, scalable nervous system.
❤️ Your project deserves professional architecture. 🔥 Fully supports Unity 6 Enter Play Mode (No Domain Reload) & Tuanjie Engine.
📢 Notice for Legacy Users (Important)
I'm back! Due to regional policy adjustments, GES was migrated to this new listing.
Are you a previous owner of the legacy GES? I value your support! If you purchased the previous version and need to migrate to this new listing or claim your community activation code, please join TinyGiants Discord Community. I'll dedicate to verify your proof of purchase and ensuring you have seamless access to all future updates.
🚀 Service & Support Matrix
🛠️ Core Features
- ✨ Asset-Driven Event Architecture: ScriptableObject-based with GUID protection. Rename files, move folders — references never break. Say goodbye to "Missing Reference" errors.
- 🕸️ Visual Flow Orchestration: A powerful, zoomable node editor. Design complex event chains, parallel triggers, and sequential logic in a single window.
- ⚡ Zero-Reflection Performance: Powered by Expression Tree compilation. Logic conditions compile into native delegates at runtime — delivering C++-like execution speed with zero GC allocation.
- 🧠 Advanced Logic Builder: Build nested AND/OR logic groups and dynamic property comparisons — without writing a single line of code.
- 🎧 Professional Event Binding: Drag-and-drop UnityEvent wiring with type-safe indicators. Includes priority execution and conditional listeners.
- ⏳ Fine-Grained Flow Control: Native support for Delay, Loop, Async/Coroutine awaiting, and conditional gates.
- 📜 Automated CodeGen Pipeline: A unique triple-mode generator that automatically resolves Unity's generic serialization limitations.
- 🛡️ Industrial-Grade Toolchain: Built-in scene-wide reference finder, batch creation wizard, and database health checker.
💪 Who Needs GES?
- 🎯 Solo Developers — Eliminate spaghetti code from day one.
- 🏆 Professional Teams — A centralized, searchable, maintainable event database.
- 🎨 Technical Artists & Designers — Trigger and manage complex logic without writing C#.
- 🚀 Performance-Critical Games — Competitive games, large unit counts, high-throughput projects.
📦 Technical Specs
- Architecture: ScriptableObject-based with GUID protection
- Generic Support: Void, GameEvent<T>, GameEvent<TSender, TArgs>
- Performance: Expression Tree compiler — zero reflection overhead at runtime
- Workflow: Dashboard-style manager with fuzzy search and batch operations
- Platforms: PC, Mobile, Console, WebGL (IL2CPP & Mono)
🏆 A Note from the Developer
"I built GES because I was tired of fighting invisible code dependencies. This isn't just a plugin — it's the architectural foundation I use every day in my own game development. Thank you for staying with me through my store migration. Let's build something great together." — Tino, TinyGiants