13 Repos
Extensible frameworks that standardize game module development with asset management, state machines, and UI systems for Unity projects.
Distinct from Game Development Frameworks: Distinct from Game Development Frameworks: specifically targets Unity projects with integrated asset management, state machines, and UI systems.
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Unity MCP is a plugin that connects the Unity Editor to AI assistants through the Model Context Protocol, enabling natural language control over scene manipulation, object creation, and editor workflows. It allows developers to generate C# scripts, modify GameObjects and components, create UI layouts, and manage assets by issuing commands through an AI interface, effectively turning the editor into a conversational development environment. The plugin distinguishes itself through a comprehensive automation system that can execute multi-step tasks from a design document, record and replay edito
Provides in-editor access to Unity documentation and best practices without switching contexts.
Entitas is a data-oriented Entity Component System framework for Unity. It is designed to separate game state into components and logic into systems, utilizing a data-oriented design to optimize CPU cache usage, memory usage, and processing speed. The framework includes a C# source code generator that automatically produces boilerplate classes, entity accessors, and context singletons to reduce manual coding. It also provides a Unity editor debugging tool for real-time runtime state visualization, system performance monitoring, and visual entity inspection. The system manages entity lifecycl
Ships as a framework specifically designed to manage complex object interactions and state within Unity.
An extensible framework that standardizes game module development for Unity projects.
MessagePack-CSharp is a high-performance binary serializer for .NET that converts C# objects to and from the compact MessagePack format. It uses compile-time source generation to produce AOT-safe formatters and resolvers, eliminating runtime reflection and enabling ahead-of-time compilation scenarios. The serializer encodes object fields as integer indices instead of string keys, producing compact binary output with deterministic field ordering, and provides stack-allocated reader and writer structs for direct encoding and decoding of MessagePack primitives without heap allocations. The libra
Serializes Unity structs like Vector3 and Quaternion using built-in resolvers for server-client communication.
Controls which networked objects and players receive updates using spatial hashing, distance checks, or custom strategies.
This is an open-source 3D action-adventure game project built in Unity, providing a complete game development sample with player movement, combat, and exploration mechanics. The project is structured as a full Unity game project containing all assets, scenes, and scripts, designed for learning and extending game development skills through hands-on modification. The project implements core game systems through Unity's built-in features, including layered Animator state machines for character and enemy animation control, Scriptable Objects for modular game configuration, and a component-based e
Provides a complete Unity project structure with assets, scenes, and scripts for game development.
QFramework is a Unity game architecture framework designed to separate presentation, system, and data logic. It implements a layered software architecture to manage complex game states and provides a game engine utility library to reduce boilerplate code. The framework is centered on the Command Query Responsibility Segregation pattern, which separates data modification commands from data retrieval queries. It utilizes a dependency injection container to manage the lifecycles and resolution of singletons and modular components, alongside an event-driven system for state synchronization to pre
Provides a layered software architecture for Unity that separates presentation, system, and data logic.
MelonLoader ist ein Game-Engine-Plugin-Loader, der darauf ausgelegt ist, benutzerdefinierten Code zu injizieren und externe Plugins in Unity-Spiele zu laden. Er fungiert als Modding-Framework, das sowohl Mono- als auch Il2Cpp-Runtimes unterstützt, was die Modifikation von Spielen über verschiedene Backend-Architekturen hinweg ermöglicht. Das Projekt ermöglicht das Patchen und Hooken von Funktionen innerhalb von Unity-Spielen und bietet spezifisch ein System zur Verwaltung von C#-Assemblies in Mono-Umgebungen sowie ein Framework zum Patchen des Interop-C++-Backends, das von Il2Cpp verwendet wird. Das System handhabt das Abfangen des Anwendungs-Boot-Prozesses, um Drittanbieter-Mods aus dedizierten Ordnern zu laden, und erfasst interne Engine-Logs in einem einheitlichen Stream zur Fehlersuche. Es enthält zudem Konfigurationssysteme zur Anpassung des Loader-Verhaltens, der Konsolensichtbarkeit und der Debugging-Level.
Injects custom code and loads external plugins into Unity games via Mono and Il2Cpp.
Crest is a GPU-accelerated fluid simulator and real-time ocean renderer developed as a plugin and simulation framework for the Unity game engine. It provides a system for generating high-fidelity ocean surfaces and wave dynamics for use in professional game development pipelines. The framework utilizes compute shaders and fast Fourier transforms to calculate water movement and wave synthesis. It manages large-scale water environments through the use of cascaded level-of-detail geometry and GPU-driven instancing to maintain performance across expansive scenes. The simulation surface is furthe
Provides a collection of shaders and scripts integrated as a framework for professional Unity game development.
Dieses Projekt bietet eine Sammlung von Architekturmustern und strukturellen Ansätzen zur Organisation von Spiellogik innerhalb der Unity-Engine. Es dient als Referenz für die Implementierung wiederverwendbarer Software-Entwurfsmuster, die Systemkomponenten entkoppeln und komplexe Objekt-Lebenszyklen in interaktiver Software verwalten. Das Repository demonstriert, wie spezifische Entwurfsmuster angewendet werden können, um die Wartbarkeit und Skalierbarkeit des Codes zu verbessern. Es deckt Techniken ab, um Benutzereingaben in Befehlsobjekte zu kapseln, Entitätsverhalten durch Zustandsautomaten zu verwalten und die Kommunikation zwischen unabhängigen Komponenten mittels beobachterbasierter Nachrichtenübermittlung zu erleichtern. Über diese Kernmuster hinaus enthält das Projekt Implementierungen zur Optimierung der Speichernutzung durch Object Pooling und zur Abstraktion der Objekterstellung mittels Factory-Klassen. Diese Beispiele veranschaulichen, wie Daten von Logik getrennt werden und wie Code strukturiert werden kann, um direkte Abhängigkeiten zwischen Systemmodulen zu reduzieren. Das Repository ist durch praktische Code-Beispiele dokumentiert, die diese Muster in einem funktionalen Kontext demonstrieren.
Applies established software design patterns to organize game logic and improve scalability in Unity projects.
This project is a networked first-person shooter framework built for the Unity game engine. It provides a foundational architecture for managing multiplayer sessions, enabling real-time synchronization of player movement, health, and combat actions across all connected clients. The framework utilizes an authoritative server model to maintain a consistent game state, supported by remote procedure calls to handle networked events. It incorporates a component-based entity system to define gameplay logic and uses state machines to manage character animations, ensuring smooth transitions between m
Provides a framework for building networked first-person shooter games within the Unity engine.
This project is a procedural content generation framework and three-dimensional mesh generation library designed for the Unity game engine. It provides a system for automating the creation of complex landscapes and natural environments by programmatically constructing geometric terrain surfaces and heightmaps. The generator utilizes layered noise functions to calculate elevation values, which are then translated into terrain geometry. To maintain performance during real-time rendering, the system employs chunk-based mesh generation and dynamic level-of-detail management, which adjusts geometr
Provides a framework for building immersive terrain systems and large-scale environments within the Unity engine.
Fluid Behavior Tree is a code-driven framework for Unity designed to manage autonomous character behaviors through hierarchical decision-making structures. It functions as a game AI logic engine that processes complex entity behaviors by traversing directed graphs of nodes that return success, failure, or running status signals during each frame update. The library distinguishes itself through a fluent builder pattern that allows developers to define nested tree structures, sequences, and parallel execution flows entirely through chainable code methods. This approach emphasizes modularity, en
Builds complex decision-making logic for non-player characters using hierarchical structures in Unity.