Project Structure
Place plugin code, event data, generated code, and Demo assets correctly so upgrades and version control remain safe.
For anyone setting up version control, planning an upgrade, or trimming build size on a GES project.Keep the installed package under Assets/TinyGiants/GameEventSystem and put project event data under Assets/TinyGiantsData/GameEventSystem. When updating the package, retain the project databases, graphs, generated scripts, and their .meta files.
The Directory Treeβ
Below is the standard hierarchy. Each icon marks the nature of the folder:
- π‘οΈ Immutable Core: Never modify, move, or rename.
- πΎ Mutable Data: Your project data. Safe to commit, safe to modify.
- ποΈ Disposable: Safe to delete for optimization.
Assets/
βββ π TinyGiants/ # [PLUGIN] Everything the plugin ships with
β βββ π GameEventSystem/ # [PLUGIN ROOT] The plugin root
β βββ π API/ # π‘οΈ Interfaces & Public APIs
β βββ π Data/ # [BUILT-IN DATA] Ships with the plugin
β β βββ π CodeGen/ # π‘οΈ Built-in generated classes
β β β βββ π Events/
β β β β βββ π Basic/ # π‘οΈ Primitive Types (Required)
β β β βββ π Components/ # Bridge Components (Raiser / Receiver)
β β β βββ π Basic/ # π‘οΈ Primitive Types (Required)
β β βββ π Database/ # πΎ Default Event Database Assets (.asset)
β β βββ π FlowGraph/ # πΎ Default Visual Flow Graphs (.asset)
β βββ π Demo/ # ποΈ Example Scenes & Assets (Safe to delete)
β βββ π Editor/ # π‘οΈ Custom Inspectors & Window Logic
β β βββ π Icons/ # ποΈ UI Textures (Delete for <1.2MB builds)
β βββ π Runtime/ # π‘οΈ Core Engine & Event Types
β βββ π Changelog.txt
β βββ π LICENSE.txt
β βββ π Readme.txt
βββ π TinyGiantsData/ # [USER DATA] Created on first generation
βββ π GameEventSystem/
βββ π CodeGen/ # πΎ Your generated event classes & bridges
βββ π Database/ # πΎ Your Event Database Assets (.asset)
βββ π FlowGraph/ # πΎ Your Visual Flow Graphs (.asset)
TinyGiants/GameEventSystem contains the core logic β the immutable plugin code plus the built-in Basic types (The Hammer).
TinyGiantsData/GameEventSystem contains what you build with it β your custom event classes, bridge components, databases, and flow graphs (The House). It appears the first time you generate content, and you can move it anywhere under Assets/ β the plugin re-discovers it automatically by asset GUID.
Critical: The "Plugins" Folder Warningβ
You MUST NOT move the TinyGiants folder into the standard Assets/Plugins/ directory.
Why is this critical?β
- Compilation Order (Scripting Phase):
Unity compiles the Plugins folder before your standard game scripts (Assembly-CSharp).
- The plugin needs to reference your custom classes (e.g., PlayerStats, InventoryItem) to generate events for them.
- If the plugin sits in Plugins, it cannot see your gameplay code, leading to "Type Not Found" errors.
- Relative Path Dependencies: The automated Code Generator and Database Manager rely on specific relative paths to locate assets. Breaking this structure may cause the "Hub" to lose track of your databases.
- Asset Protection Mechanism: The plugin includes a background AssetProtector service. If it detects these folders being moved to Plugins, it will attempt to warn you or block the operation to prevent project corruption.
Version Control (Git/SVN) Strategyβ
For teams working with Source Control, here is the recommended configuration:
| Folder Path | Strategy | Reasoning |
|---|---|---|
| TinyGiants/ | Commit | Contains the core plugin code required for the project to run. |
| TinyGiantsData/.../Database | Commit | Contains your actual Event Assets. Critical data. |
| TinyGiantsData/.../FlowGraph | Commit | Contains your visual logic graphs. Critical data. |
| TinyGiantsData/.../CodeGen | Commit | Recommended. While these can be regenerated, committing them ensures the project compiles immediately for other team members without needing to run the Wizard first. |
Keep demo assets out of a Player buildβ
Use your game's scenes in Build Settings. Before removing the Demo folder from the project, check that your scenes, prefabs, databases, and scripts have no references to the demo assets. Use the cleanup tools only for generated types the project no longer uses.