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Game Event System

Releasedv2.1.0

Build, inspect, and ship event-driven gameplay visually.

Unity 2021.3+ · Unity 6.5 · Mono and IL2CPP · Built-in, URP and HDRP

A visual event architecture with typed APIs, AOT-safe execution, runtime monitoring, and optional Addressables database loading.

Game Event System stores typed events as database sub-assets, then connects listeners, raisers, Behaviors, and FlowGraphs through one inspectable workflow. Designers can author and trace the same event paths that programmers control through typed APIs.

Version 2.1.0 aligns the shared TinyGiants editor and runtime layer with GCS 1.5.0, preserving mixed-package installation compatibility and the optional GCS event bridge. Direct AOT-safe dispatch, baked conditions, optional Addressables loading, 15 interactive demos, 41 documentation pages, and 7 video tutorials remain included.

  • ScriptableObject event channels with database organization and GUID identity
  • FlowGraph orchestration for visual multi-step event logic
  • Runtime monitor, code generation, cleanup tools, and reference tracking
  • 15 interactive demos, 41 documentation pages, and 7 video tutorials

Author and debug visually

Organize events inside databases, compose conditional actions and FlowGraphs, locate references, and inspect live dispatch timing in Game Event Monitor.

Ship on Mono and IL2CPP

Use direct strongly typed event dispatch and generated condition evaluators without runtime expression compilation on IL2CPP and AOT targets.

Work in one editor system

Every GES window, custom Inspector, and property drawer enters through a UI Toolkit visual tree with one theme, consistent interaction states, and resizable utility windows.

  • UI Toolkit editor
  • AOT-safe runtime
  • Optional Addressables
  • Runtime monitor
Latest version
2.0.1
Release date
Aug 14, 2026
Unity version
2021.3 or newer
Render pipelines
Built-in · URP · HDRP
Scripting backends
Mono · IL2CPP / AOT
Price
$29.99 USD
License
Unity Asset Store EULA · per seat
File size
7.9 MB

What developers say

5.0·14 reviews·on the Unity Asset Store

Great Automatic Code Generation

Creating a custom event type used to mean writing a ton of boilerplate code. GES takes care of that hassle and keeps my codebase clean. Highly recommended!

wechat_os_Qy03G0ReQ7ySFGGyHmFB7hIdE
A Unique Way to Manage Events

This is the first event system I’ve seen that stores events as sub-assets inside a database. One database can hold an entire group of events, keeping the Project window clean and making a huge difference in projects with lots of events. Five stars from me!

CoolliuLoveforever
A Must-Have for Mobile Projects

I’ve done extensive IL2CPP testing with GES 2.0.0 on mobile and haven’t run into a single AOT issue so far. Event dispatch is fast and has been rock solid.

Zhouziqi2017
Very unique take on event system

I've used about 10 different event systems, and this one is truly unique. The sheer number of ways you can do things is overwhelming at first, but once you take some time to read the docs and get familiar with it, it's surprisingly robust and helpful. My favorite is the node graph flow system and the monitor. I used to write a lot of code just to debug events, but the monitor handles all of that for me now. Being able to visually track where events go, how much time they take, and what triggered them is incredibly useful. I was worried that it might be bloated or unstable at first, but after 2 or 3 days of learning the workflow, I have integrated it into a existing small project. Also given me much better organization and monitoring capabilities than my old approach. The support is also very helpful and friendly, you can really tell the author put a lot of heart into building this. Would recommend.

Yan-KMW
The best event system I've ever used!

It manages in-game events as resources and provides excellent visualization tools. It perfectly solves complex issues like unpredictable event chains and recursion, which makes project management so much easier. It has saved us a massive amount of time—truly a must-have for any developer!

lc513623756
Well-Made Event Manager

GES is very clean and a joy to work with! It has descriptive Editor Windows with well-thought out buttons for quick access to various features, a Documentation provided does a great job with On-Boarding especially with how in-depth it goes, and there are Demos included to give a more hands-on approach to how each of the included components may be useful. I think the Developer put a lot of thought into this system and I have enjoyed working with it so far! It allows you to create Databases - which helps keep each Event Type I'm creating stay in its proper scope, allows for Custom Event Types - which makes it easier to send/receive Data and create interactions, and there are also multiple ways to set up Event Action Behaviors - such as using the Game Event Editor Window to set up use Conditions, Actions, and Timing similar to how UnityEvents work or using C# to draw out how the Behavior should work as well. It also includes a feature known as Flow Graph which is great for setting up Event Chains where the calling of One Event may need to also result in the calling of other Events as well. It's a great way to get a Visual Idea of how these relationships between the Events Work and helps a lot with creating structure for system interactions. I also have to give praise to the amount of work that went into creating the interfaces as well as the Documentation. It was made with convenience in mind and comes with in-depth information via descriptions, instructions, pictures, and even some of the philosophy behind taking certain approaches to event management and how to expand the design of your systems. The videos cover practical use cases and are very well-made for understanding how to get started. Finally, the demos provide a great middle ground for understanding how the features can be used. There are demos for using UnityEvent style structure, custom C# API structure, Flow Graph use for multi-event triggering structure and much more. The Documentation also has a bit of entries about the Demos and the main features that they were made to showcase - along with in-depth descriptions of the "What" and the "Why" going on Behind the Scenes. It has once again been a joy using this toolset so far and I'm very thankful for the amount of work that the Developer put into the entirety of this package. It really does help with Event Management!

TheGreatRaydini
The best event system on the store.

Events are stored as assets, providing thorough decoupling for the project with excellent stability across scenes, and no dependencies between senders and listeners. Compiled using Expression Trees, it delivers 0 GC and 0 reflection during runtime, resulting in outstanding performance. The Behavior Window allows easy configuration of conditions, actions, and sequences, enabling non-programmers to participate in logic setup. The built-in runtime monitor and reference lookup make debugging complex event flows very clear, while automatic code generation ensures type safety, greatly reducing errors and serialization issues. It has completely eliminated messy event management and made my project structure much cleaner. Additionally, support on Discord is fast and patient. Overall, this is one of the most worthwhile assets I've purchased this year.

thunder30000
The Best Game Event System

You can easily manage in-game events with this asset. It's definitely worth paying for, as it saves time, improves workflow efficiency, and provides a smooth, reliable experience.

blank9000
Awesome toolkit & Asset ! ⭐⭐⭐⭐⭐

Honestly a great asset to work with ! The support is awesome too, especially their Discord Server: they are always kind, quick & efficient when it comes to technical subjects & questions; I'm Rating this Five genuine stars ⭐⭐⭐⭐⭐!!

SLASH24
Great Tool

Great asset for managing events in Unity. It makes event handling much easier, reduces the need for manual coding, and keeps everything organized in one place. Very useful for keeping a project clean and manageable.

FadelMS
A clean, modular event architecture that fits perfectly into modern Unity workflows

Game Event System has been a huge quality-of-life upgrade for my project. The event channels are intuitive, strongly typed, and remove so much boilerplate that normally clutters gameplay code. I especially appreciate how easy it is to decouple systems — UI, gameplay, audio, and scene logic all communicate cleanly without reference spaghetti. Performance is solid, the documentation is clear, and the overall design feels like it was built by someone who actually ships games. If you value maintainable architecture and scalable communication patterns, this asset is absolutely worth adding to your toolkit. A bonus is the monitoring tools, so you can see the timing of how your events fire, which makes debugging easy - no more console.writeline code to see what's going on.

Kanos
Best Event System

The complete visualization architecture has solved all my troubles with using proxy events. The advanced features of FLowGraph are very unique, and the design of Trigger and Chain is very interesting, which allows serialization logic to be directly completed through event chains. The documentation is also extremely detailed, which is rare. The code quality is also very high, indicating that the developer has many years of development experience. Overall, it is worth the money. Looking forward to more works from the developer!

ShadowCheng
ESSENTIAL FOR CLEAN UNITY AND FASTER DEVELOPMENT

As a Unity developer with 13+ years of experience, I can confidently say this is the best event system asset on the store. I have tried another paid Game Event system in Asset Store and GES proves that the developer clearly has deep C# and Unity expertise - the code quality is outstanding. What impressed me most: 1. Clean, well-architected code (no spaghetti!) 2. Type-safe events (no string-based, while other use string-based) 3. Proper memory management 4. Excellent support from the developer 5. Prevents common architecture mistakes 6. MOST IMPORTANT! IT IS VISUAL!! MEANS YOU CAN SEE WHAT IS RUNNING AND BEING USED. This asset has saved our team countless hours and prevented so many bugs. If you're building anything beyond a tiny prototype, this is a must-have. It's not just an asset - it's an investment in your project's long-term health.

samuelfebrian
Amazing event system - a must have

I am so impressed with this asset. The developer has been exceptional and their experience in developing professional grade tools for Unity devs shows through with this asset. The documentation is great and the product itself is intuitive and well designed as a visual hub to monitor what is going on. For me, having lots of discrete assets each firing off their own events, GES is awesome for bringing these together in a dashboard so I can see, orchestrate and debug. I cannot recommend this asset enough.

ZarktorStudios
Read all reviews on the Asset Store

Resources

Frequently asked questions

Which Unity versions are supported?

Unity 2021.3 LTS and newer, including Unity 6.5. GES also supports projects with Domain Reload disabled.

Does GES support IL2CPP and AOT builds?

Yes. Typed event actions dispatch directly without runtime expression compilation. The AOT Condition Baker generates deterministic evaluators and stops a build when serialized conditions are missing or stale.

Does GES require Addressables?

No. Core GES has no Addressables dependency. If Addressables is installed, the optional integration can load a GameEventDatabase by address or GUID, share concurrent loads, and release it through owned leases.

Is the GES editor built with UI Toolkit?

Yes. Every GES window, custom Inspector, and property drawer enters through a UI Toolkit visual tree and uses the unified TinyGiants editor theme.

How does GES keep large event libraries organized?

Events are stored as typed sub-assets inside GameEventDatabase assets. One database can hold an entire event domain without filling the Project window with separate ScriptableObject files.

Does it work with URP and HDRP?

Yes. GES does not touch rendering, and the Asset Store listing is validated as compatible with Built-in, URP, and HDRP.

Where do I start after installing?

Start with the installation guide and 00_QuickStart, then use the other 14 interactive demos, 41 documentation pages, and 7 video tutorials to inspect each workflow.

How do I get support?

Discord is the fastest channel. Email and the Unity discussions thread work too.

How is it licensed?

Standard Unity Asset Store EULA, sold as a per-seat Extension Asset.