Installation
Import Game Event System, initialize the active scene, and verify that the dashboard reports System Initialized.
For a first-time setup in a fresh or existing project. Initialize an active scene before you create events.Import GES into the project and initialize the active scene. The recording follows the setup through the green System Initialized state.
Prerequisitesβ
Before installing, ensure your project meets the minimum requirements:
| Requirement | Minimum Version | Recommended |
|---|---|---|
| Unity Version | 2021.3 LTS | 2022.3 LTS or newer |
| Scripting Backend | Mono or IL2CPP | IL2CPP (for Production) |
| API Compatibility | .NET Standard 2.1 | .NET Standard 2.1 |
Step 1: Import the Packageβ
Depending on how you acquired the plugin, choose the appropriate import method:
- Via Package Manager
- Via .unitypackage
- Open Unity and go to Window > Package Manager.
- Select "My Assets" from the dropdown.
- Search for "Game Event System".
- Click Download, then Import.
- When the file list appears, ensure all files are selected and click Import.
- Locate the
.unitypackagefile on your computer. - Drag and drop the file directly into your Unity Project View.
- (Or go to Assets > Import Package > Custom Package...)
- When the file list appears, ensure all files are selected and click Import.
Wait for Unity to finish importing and compiling before opening the system window.
Step 2: Open the System Dashboardβ
Once imported, access the main hub via the Unity toolbar:
Tools > TinyGiants > GES > Game Event System
The first import will automatically open the Game Event System window
Automatic Environment Checkβ
Check System Information on the right for the Unity version, render pipeline, editor platform, and current build target's scripting backend.

The rows identify the current settings, which helps you confirm the intended target before initialization. GES supports Unity 2021.3 LTS and later supported versions. GES 2.2.0 added compatibility with Unity 6000.6.0f1.
Step 3: Initialize the Systemβ
When you first open the window, the system detects that your scene is missing the required managers.
1. The "Uninitialized" Stateβ
You will see a warning banner at the top of the dashboard:
β οΈ Please initialize the system first.
(The action button will appear Dark Blue)

2. One-Click Setupβ
Click the "Initialize Event System" button.
The system performs the following automated tasks:
- Creates a Game Event Manager GameObject (Singleton) in your scene.
- Generates the default GameEventDatabase asset (if missing).
- Generates the default FlowContainer asset (if missing).
- Compiles the necessary C# generic types.
3. Successβ
The button turns Green, and the status text reads "System Initialized".

Step 4: Verify the Hierarchy & Componentsβ
To ensure everything is working correctly, look at your Scene Hierarchy. You should see a new GameObject:
πΉ Game Event Manager

The Component Stackβ
Select this object. In the Inspector, you will see it is pre-configured with a suite of manager components. Each component is a singleton-based manager responsible for a specific part of the event lifecycle.

| Component | Responsibility | Key Features |
|---|---|---|
| GameEventManager | π The Core Brain | Manages database loading, event lookups, and static state resets. This is the only mandatory component |
| GameEventPersistentManager | Persistence | Manages events marked as "Persistent" that must survive scene transitions via DontDestroyOnLoad |
| GameEventFlowManager | Visual Scripting | The execution engine for the Flow Graph. It coordinates the logic between Triggers and Chains |
| GameEventSchedulerManager | Time Logic | Handles time-based operations like RaiseDelayed and RaiseRepeating |
| GameEventTriggerManager | Fan-Out Logic | Manages "Trigger" nodes. When one event raises, it can trigger multiple target events simultaneously (Parallel) |
| GameEventChainManager | Sequential Logic | Manages "Chain" nodes. Executes a series of events in order, supporting wait times and conditional breaks (serial) |
Keep the generated manager components on the object when you plan to use scheduling or FlowGraphs.
Ready to Goβ
Save the scene and open Quick Start to check the setup in Play Mode.
Upgrade an existing projectβ
For a GES 2.x project, keep its event data and import the new package. After upgrading to 2.3.0, run Bake AOT Conditions again before building.
For GES 1.3.0, import the standalone migration exporter first and run Export Event Data for 2.0 from Tools > TinyGiants > GES. Keep the exported archive, TinyGiantsData, and your project scenes, prefabs, scripts, and assembly definitions. Remove the old GES and migration package folders, install the new package, and use Tools & Utilities > Import Event Data from Game Event System.