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System Dashboard

GES ยท Visual Workflow

The Game Event System window is the central hub for the plugin. From here you check system health, open the core editor and monitor tools, run the code-generation utilities, read environment telemetry, and jump to key folders.

For developers who want a single place to open every GES tool and confirm the plugin is set up correctly in a scene.

The Game Event System Window (the system dashboard) is your central command center. It gives a high-level overview of the plugin's status, quick access to the core tools, and real-time environment telemetry.

The dashboard brings every critical operation into one organized interface, so you do not have to hunt through project folders or menus.

Accessing the Dashboardโ€‹

Open the dashboard via the Unity top menu:

Tools > TinyGiants > GES > Game Event System
First Time Setup

If this is your first time opening the dashboard, you'll be guided through an automatic initialization process. See Installation for details.


Interface Overviewโ€‹

The dashboard is divided into specific functional zones. Below is a detailed breakdown of each section.

System Dashboard full window overview

1. Initialization & Statusโ€‹

Located on the Middle-Left, this bar acts as the Global Health Indicator for the system.

  • Green Check: The system is fully initialized. Core managers and databases are present.
  • Blue Action Button: Critical components are missing (e.g., if the Manager object was accidentally deleted from the scene).
Quick Repair

If this bar turns Blue during development, simply click it to Auto-Repair the scene dependencies immediately. For the initial setup guide, refer to Installation.


2. Core Workflow Toolsโ€‹

Located in the Editor & Monitor section, these are your daily drivers.

Editor & Monitor section with the core workflow tools

ToolDescription
๐Ÿ“ Game Event EditorOpens the main management window to batch operations (create, delete, search, filter, and edit events). This is where you will spend 80% of your time.
๐Ÿ“Š Game Event MonitorOpens the runtime debugger. Use this during Play Mode to watch event execution in real-time, inspect listener call stacks, profile performance bottlenecks, and visualize flow graph automation execution.

3. Code Maintenance Toolsโ€‹

Located in the Tools & Utilities section, these utilities manage the underlying C# generation system.

Tools & Utilities section with the code maintenance buttons

ToolDescription
๐Ÿ“œ Generate Game Event CodeManually triggers the code generator. Use this if you have added a new custom type (e.g., MyCustomDataGameEvent) and need the concrete class generated immediately.
โœ‚๏ธ Clean Game Event CodeScan your project, find all GameEvent classes, and safely delete them to keep the project tidy.
๐Ÿงน Clean All Game Event CodeA hard reset. Removes ALL generated code (except basic types). Use this only if you are reinstalling or refactoring significantly.
Automation

The system is designed to auto-generate code when you create events via the Wizard. You rarely need to click "Generate" manually unless you are doing custom scripting work.


4. System Telemetryโ€‹

Located on the Right, this panel monitors your project environment in real-time.

It automatically validates your Unity Version, Render Pipeline, and Scripting Backend compatibility.

Environment Check

For a detailed explanation of what these metrics mean and how they affect the plugin, please refer to the Automatic Environment Check section in the Installation guide.


5. Quick Accessโ€‹

Stop digging through the Project window. The Quick Access panel provides direct shortcuts to critical folders and assets.

Quick Access panel with folder and asset shortcuts

ToolDescription
๐Ÿ“˜ DocumentationOpens this local documentation.
๐Ÿ“œ API ScriptsSelects the API folder in the Project View.
๐Ÿ—„๏ธDatabasesSelects the folder containing default database asset files.
๐Ÿ•ธ๏ธFlow GraphSelects the folder containing default visual-graph asset files.
โš™๏ธ CodeGenJumps to the generated code folder
๐ŸŽฎ Demo ScenesQuickly locate the examples folder.

6. Support & Communityโ€‹

I believe in strong support. Use this panel to connect with TinyGiants.

Support & Community panel

ToolDescription
๐Ÿ’ฌ Discord CommunityJoin the TinyGiants server for real-time help and showcase.
๐Ÿ“บ Video TutorialsWatch step-by-step guides on YouTube.
๐Ÿ“ง Email SupportInclude a complete description of the problem and detailed environment info. I reply within 24 hours whenever I'm available.
๐Ÿ›’ Asset StoreIf you enjoy the plugin, a 5-star review helps TinyGiants immensely! ๐ŸŒŸ
Community First

Before emailing, check the Discord #faq channelโ€”0% of common issues have existing solutions posted by the community!


Changelogโ€‹

This panel renders the plugin's live changelog, starting from the installed version โ€” currently Game Event System v1.3.0. Recent highlights include:

Changelog panel

  • Runtime Query API: Locate events at runtime by GUID, Name, Category, or Type โ€” no [SerializeField] plumbing required.
  • ActionEntry Architecture: Typed events now generate ActionEntry subclasses, giving custom event types clean assembly isolation.
  • Three-Tier ASMDef Layering: TinyGiants.GES.Runtime / TinyGiants.GES / Editor & Demo consumers, with automatic v1.2.x migration tooling.
  • Dynamic User-Data Tracking: Move TinyGiantsData/ anywhere under Assets/ and CodeGen follows automatically.
View Details

Click "View Full Changelog" to read the complete version history, release by release.


Troubleshootingโ€‹

Pre-flight Check

Before troubleshooting, ensure there are no Red Compiler Errors in your Unity Console, as they will disable all editor-script functionality.

Symptom: The menu item is grayed out or the window fails to appear.

SolutionAction
Check CompilationFix all script errors in the Console first.
Clear Library CacheClose Unity โ†’Delete Library/ folder โ†’Reopen project to force re-index.
Re-import PluginIf scripts are missing, re-import the package from the Asset Store.