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Game Event System

已发布v2.1.0

可视化构建、检查并发布事件驱动的玩法。

Unity 2021.3+ · Unity 6.5 · Mono 与 IL2CPP · Built-in、URP 与 HDRP

一套带类型化 API、AOT 安全执行、运行时监控与可选 Addressables 数据库加载的可视化事件架构。

Game Event System 将类型化 Event 作为数据库子资产保存,再用同一套可检查工作流连接 Listener、Raiser、Behavior 与 FlowGraph。策划创作和追踪的事件路径,就是程序通过类型化 API 控制的路径。

v2.0.1 将 UI Toolkit 窗口基础、AOT 安全事件派发、条件烘焙、可选 Addressables 加载、15 组交互 Demo、41 页文档与 7 集视频教程整合到同一套工具链中。

  • 基于 ScriptableObject 的事件模型,支持数据库组织与 GUID 身份
  • 用 FlowGraph 编排可视化多步骤事件逻辑
  • Runtime Monitor、代码生成、清理工具与引用追踪
  • 15 组交互 Demo、41 页文档与 7 集视频教程

可视化创作与调试

在数据库中管理事件,通过 Behavior 与 FlowGraph 组合条件和执行链,再用引用查询与 Game Event Monitor 检查实时派发。

在 Mono 与 IL2CPP 上发布

类型化事件直接派发,条件由生成的求值器执行,在 IL2CPP 与 AOT 目标上不进行运行时表达式编译。

统一编辑器系统

所有 GES 窗口、自定义 Inspector 与 Property Drawer 都从 UI Toolkit Visual Tree 进入,统一主题、交互状态与可调整尺寸的工具窗口。

  • UI Toolkit 编辑器
  • AOT 安全运行时
  • 可选 Addressables
  • 运行时监控
最新版本
2.0.1
发布日期
2026 年 8 月 14 日
Unity 版本
2021.3 及更新版本
渲染管线
Built-in · URP · HDRP
脚本后端
Mono · IL2CPP / AOT
价格
$29.99 USD
许可
Unity Asset Store EULA · 按席位授权
文件大小
7.9 MB

开发者评价

5.0·14 条评价·来自 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
在 Asset Store 阅读全部评价

资源

常见问题

支持哪些 Unity 版本?

支持 Unity 2021.3 LTS 及更新版本,包括 Unity 6.5,也支持关闭 Domain Reload 的项目。

支持 IL2CPP 和 AOT 构建吗?

支持。类型化 Event Action 直接派发,不依赖运行时表达式编译。AOT Condition Baker 会生成确定性的条件求值器,序列化条件缺失或过期时会阻止构建。

GES 必须依赖 Addressables 吗?

不需要。GES 核心没有 Addressables 依赖;项目安装 Addressables 后,可选集成可以按 Address 或 GUID 加载 GameEventDatabase、共享并发加载并通过 Lease 释放。

GES 编辑器是否使用 UI Toolkit?

是。所有 GES 窗口、自定义 Inspector 与 Property Drawer 都从 UI Toolkit Visual Tree 进入,并使用统一的 TinyGiants 编辑器主题。

大量事件如何保持整洁?

Event 作为类型化子资产保存在 GameEventDatabase 中,一个数据库可以管理完整的事件域,不会在 Project 窗口生成大量独立 ScriptableObject 文件。

支持 URP 和 HDRP 吗?

支持。GES 不涉及渲染,Asset Store 商店页已验证兼容 Built-in、URP 与 HDRP。

安装后从哪里开始?

先阅读安装指南并运行 00_QuickStart,再通过其余 14 组交互 Demo、41 页文档和 7 集视频教程检查各项工作流。

如何获得支持?

Discord 响应最快,邮件和 Unity 讨论区帖子同样可用。

授权方式是什么?

标准 Unity Asset Store EULA,按席位销售的 Extension Asset。