Some Game Utils
A lightweight, modular utility framework for Unity that provides reusable runtime systems, editor tools, and gameplay modules including events, save systems, currency, attributes, audio, and more. Designed to reduce boilerplate, maintain code modularity across project growth, and offer flexible, easy-to-extend solutions for common game development workflows.
com.gedemy.gameutils 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/gameutils.git README Markdown
Copy this to your project's README.md
## Installation
Add **Some Game Utils** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/gameutils.git
```
[](https://www.pkglnk.dev/pkg/gameutils)README
Unity Game Utilities
A lightweight, modular and easy to use Unity utility package providing reusable runtime systems, editor tooling, and experimental gameplay modules editor utilities (events, save system, extensions, projectiles, currency, and more) to accelerate game development workflows.
Why this exists
After working on several Unity projects, the same issues kept resurfacing:
- Rebuilding core runtime systems from scratch
- Tightly coupled logic that made refactoring difficult
- Unity abstractions that introduced overhead without providing real value
- Systems that worked early in development but didn’t scale well over time
This framework was created as a practical response to those problems.
The goal is to keep systems explicit, modular, and easy to extend, remove, or replace as project requirements evolve.
Rather than enforcing a rigid architecture, it focuses on providing a lightweight and flexible foundation for building runtime systems that remain maintainable as projects grow.
Requirements
To use this package you need the following assets:
Unity Packages
Third-party
Included Systems
Achievements
Contains achievement data and runtime logic to register and unlock achievements.
Attributes
Provides an attribute/stat system with support for RPG-style classes and progression.
Audio
Includes utilities and components for audio clip playback and runtime audio handling.
Commands
Implements command patterns and executable queues for decoupled gameplay actions.
Constant
Stores shared constants and global values used across runtime systems.
Currency
Contains in-game currency models, helpers, and related gameplay logic.
DataStructures
Provides reusable ScriptableObject-based data containers and shared data models.
Debug
Offers debugging helpers and logging-focused runtime utilities.
Dictionary
Contains serializable dictionary implementations and related helpers.
Events
Implements ScriptableObject-based event assets and listener tracking utilities for decoupled communication.
Extensions
Provides general-purpose extension methods to simplify common coding patterns.
Input
Contains Input System components and interfaces for runtime player interaction.
Math
Includes mathematical helpers and utility methods for gameplay calculations.
ModalWindow
Provides modal window UI flow management and modal button event handling.
Misc
Contains assorted generic utilities that do not belong to a specific runtime domain.
Movement
Includes movement-related scripts and helpers for entity locomotion.
Placement
Provides runtime systems and helpers for object placement workflows.
Projectiles
Contains 2D projectile behaviors, configuration, and management logic.
Random
Includes randomization utilities and helper methods for gameplay variability.
Renderer
Provides custom rendering-related helpers and runtime renderer components.
Save
Contains save/load systems and persistence utilities.
Singleton
Provides singleton and manager base classes for global runtime services.
States
Contains finite state machine utilities and state lifecycle abstractions.
Status Effects
Implements status effect data and runtime application/removal logic.
Tag Manager
Contains custom tag management utilities for gameplay categorization.
Task
Provides asynchronous task helpers and coroutine-friendly runtime workflows.
Timed Events
Contains scheduled event utilities for delayed or periodic runtime execution.
Tracker
Implements variable and value tracking utilities for runtime monitoring.
UI
Contains reusable UI runtime components, including modal window integrations.
Utils (Runtime and Editor)
Provides additional helper utilities used across multiple runtime modules. Includes small editor-side helper tools to streamline repetitive tasks
AutoBundles
Provides automatic Addressables bundle generation tools and related editor automation.
Dictionary
Contains inspector drawers and editor utilities for SerializableDictionary types.
Windows
Contains custom Unity Editor windows for project-specific workflows.
Health
Prototype health and damage systems for future runtime integration.
Lights
Experimental lighting and day/night cycle features.
Pool
Work-in-progress object pooling systems and related runtime patterns.
Redeem
Prototype reward/redeem code features and supporting systems.
Intended Audience
This framework is designed for:
- Indie developers and solo creators
- Gameplay programmers
- Technical programmers who work closely with runtime systems
It is not intended to replace existing Unity packages or enforce a rigid architecture.
Instead, think of it as a runtime toolkit — a flexible foundation you can build upon, customize, or use selectively depending on the needs of your project.
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