🚀 Stop Fighting Spaghetti. Start Building with Clarity.
Game Event System (GES) is a productivity tool for developers who refuse to choose between visual clarity and runtime performance. It combines visual node graph convenience with native C# power — giving your project a robust nervous system.
❤️ Your project deserves professional architecture.
🔥 Unity 6 (No Domain Reload) & Tuanjie Engine Ready.
🔗 Support Matrix
Global Community
🎮 Unity Forum | 🐙 GitHub | ✉️ Email Support
China / Local Support
🛠️ Core Features
✨ Asset-Driven Architecture: ScriptableObject-based with GUID protection. Rename or move assets without breaking references. Say goodbye to Missing Reference errors.
🕸️ Visual Flow Orchestration: A zoomable node editor for complex event chains, parallel triggers, and sequential logic. Make your logic visible and controllable.
⚡ Zero-Reflection Performance: Expression Tree compilation converts logic into native delegates at runtime — C++ speed with zero GC allocation.
🧠 Advanced Logic Builder: Build nested AND/OR logic and dynamic property comparisons without writing a single line of code.
🎧 Professional Event Binding: Drag-and-drop UnityEvent wiring with type-safe indicators, priority execution, and conditional listeners.
⏳ Fine-Grained Flow Control: Native support for Delay, Loop, Async/Await, and gates. Manage logic easily with cancellable Task Handles.
📜 Automated CodeGen Pipeline: Triple-mode generator (Base, Custom, Sender) resolves Unity's generic serialization limits automatically.
🛡️ Industrial toolchain: Scene-wide reference finder, batch wizard, database health checker, and move protection.
💪 Who Needs GES?
🎯 Solo Developers: Eliminate spaghetti code from day one.
🏆 Professional Teams: A centralized, searchable event database.
🎨 Designers: Trigger complex logic without writing C#.
🚀 High-Perf Games: Optimized for competitive and 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.
UI: Dashboard manager with fuzzy search and batch operations.
Platforms: PC, Mobile, Console, WebGL (IL2CPP & Mono).
🏆 A Note from the Developer
"I built GES to solve invisible code dependencies. It’s the architectural foundation I use every day. Let's build something great together." — Tino, TinyGiants