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Installation

GES Β· Introduction

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.

πŸ”ˆ Hover for sound

Prerequisites​

Before installing, ensure your project meets the minimum requirements:

RequirementMinimum VersionRecommended
Unity Version2021.3 LTS2022.3 LTS or newer
Scripting BackendMono or IL2CPPIL2CPP (for Production)
API Compatibility.NET Standard 2.1.NET Standard 2.1

Step 1: Import the Package​

Depending on how you acquired the plugin, choose the appropriate import method:

  1. Open Unity and go to Window > Package Manager.
  2. Select "My Assets" from the dropdown.
  3. Search for "Game Event System".
  4. Click Download, then Import.
  5. 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 Dashboard​

Once imported, access the main hub via the Unity toolbar:

Tools > TinyGiants > GES > Game Event System
Auto-Open

The first import will automatically open the Game Event System window

Automatic Environment Check​

Check System Information on the right for the Unity version, render pipeline, editor platform, and current build target's scripting backend.

System Information panel showing environment check results

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 System​

When you first open the window, the system detects that your scene is missing the required managers.

1. The "Uninitialized" State​

You will see a warning banner at the top of the dashboard:

⚠️ Please initialize the system first.

(The action button will appear Dark Blue)

Dashboard in the uninitialized state with the dark blue action button

2. One-Click Setup​

Click the "Initialize Event System" button.

The system performs the following automated tasks:

  1. Creates a Game Event Manager GameObject (Singleton) in your scene.
  2. Generates the default GameEventDatabase asset (if missing).
  3. Generates the default FlowContainer asset (if missing).
  4. Compiles the necessary C# generic types.

3. Success​

The button turns Green, and the status text reads "System Initialized".

Initialization success with the green System Initialized status


Step 4: Verify the Hierarchy & Components​

To ensure everything is working correctly, look at your Scene Hierarchy. You should see a new GameObject:

πŸ”Ή Game Event Manager

Game Event Manager GameObject in the Scene Hierarchy

The Component Stack​

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.

Manager component stack in the Inspector

ComponentResponsibilityKey Features
GameEventManagerπŸ‘‘ The Core BrainManages database loading, event lookups, and static state resets. This is the only mandatory component
GameEventPersistentManagerPersistenceManages events marked as "Persistent" that must survive scene transitions via DontDestroyOnLoad
GameEventFlowManagerVisual ScriptingThe execution engine for the Flow Graph. It coordinates the logic between Triggers and Chains
GameEventSchedulerManagerTime LogicHandles time-based operations like RaiseDelayed and RaiseRepeating
GameEventTriggerManagerFan-Out LogicManages "Trigger" nodes. When one event raises, it can trigger multiple target events simultaneously (Parallel)
GameEventChainManagerSequential LogicManages "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 Go​

Save the scene and open Quick Start to check the setup in Play Mode.

Upgrade an existing project​

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.