Skip to main content

Quick Start

GES ยท Examples

Run the one-time setup that activates the Game Event System in your project, then confirm the manager, database, and generated code are in place.

For anyone opening the Game Event System for the first time, before running any other example scene.

Overviewโ€‹

Open the Quick Start scene to initialize GES from Game Event System and check the manager and default assets before you open another demo.

๐Ÿ”ˆ Hover for sound

Demo Sceneโ€‹

Assets/TinyGiants/GameEventSystem/Demo/00_QuickStart/00_QuickStart.unity

Open this scene to begin the initialization process.


Why Initialize?โ€‹

The Game Event System relies on a persistent manager (GameEventManager) to coordinate all event operations. The manager supplies the database and Inspector bindings used by this demo.

The initialization process automatically sets up:

ComponentDescription
๐ŸŽฎ GameEventManagerSingleton manager (marked as DontDestroyOnLoad)
๐Ÿ“š Event DatabaseDefault asset to store your event definitions
๐Ÿ”— Flow ContainerVisual logic graph for event orchestration
โš™๏ธ Generated CodeC# classes for built-in event types (void, int, float, etc.)

Step-by-Step Setupโ€‹

1. Open the Dashboardโ€‹

From Unity's top menu, navigate to:

Tools > TinyGiants > GES > Game Event System

This opens the Game Event System window, your central hub for managing events, databases, and flow graphs.


2. Check System Statusโ€‹

Locate the "Initialize System" section in the window:

Before Initializationโ€‹

System Uninitialized

  • The blue button "Initialize Event System" is visible
  • โš ๏ธ Warning: "Please initialize the system first"

3. Click Initializeโ€‹

Press the "Initialize Event System" button. The plugin will automatically perform the following:

ActionResult
Create ManagersAdds GameEventManager GameObject to the scene (persistent)
Generate DatabaseCreates GameEventDatabase_Default.asset in your project
Setup Flow GraphCreates GameEventFlow_Default.asset for visual logic
Compile CodeGenerates type-safe C# event classes

The Console will display: ๐ŸŽ‰ GameEvent initialization complete

After Initializationโ€‹

System Initialized

  • The status bar turns green with "โœ…System Initialized"
  • โœ…Confirmation: "Core managers, database and codes are ready"

Verificationโ€‹

After initialization completes, verify the setup:

  1. Hierarchy Check ๐Ÿ”

    A GameEventManager GameObject should appear at the root level

  2. Inspector Check ๐Ÿ‘€

    Select the manager to see assigned Database and Flow Container references

  3. Console Check ๐Ÿ“

    Look for the success message confirming initialization

GameEventManager in Hierarchy

In Play Mode, the root GameEventManager persists across scene loads and keeps its registered databases and FlowGraphs. If a later scene contains another manager, its event bindings merge into the persistent instance. Register any additional databases on the persistent manager. If you start Play Mode directly in a different scene, that scene needs a root manager configured with its databases and FlowGraphs.