documentation wiki

Everything in Common Game System, explained

Getting started, the full manual, a reference page for every service, and answers to common questions — the same material as the in-package PDF manual, always up to date and one search away.

Getting started

New to CGS? Import the package, press Play, and write your first script.

Manual

The full manual — what you get, how the framework boots, and how to work with it day to day.

Service reference

One plain-English reference page per service: what it does, the API, and copy-paste examples.

Bootstrap

Automatic framework startup — registers all 23 services in dependency order before the first scene loads.

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Service Locator

The one static class you call to get any framework or game service.

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Logger

Categorized, filterable logging with build-level muting, a rotating file backend, and pluggable outputs.

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Event Bus

Type-safe, synchronous publish/subscribe between game systems.

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Configuration

Typed, persistent settings groups with validation and change events.

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Save/Load

Slot-based JSON saves with crash-safe atomic writes and version migration.

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Input

Action-based input with a context stack and interactive rebinding, built on Unity's Input System.

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Scene Flow

Async scene loading with a loading screen, cancellation, and additive multi-scene support.

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Audio

Music, sound effects, and voice through a Unity AudioMixer with pooled sources and pause-aware fades.

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Object Pool

Reuse GameObject instances instead of Instantiate and Destroy to keep frame times stable.

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UI Framework

A panel stack for menus, HUD, and dialogs with focus memory, gamepad navigation, and modal pause.

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Time

Pausable game time on three independent clocks — Gameplay, UI, and Background — each with its own speed control.

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Localization

Key-to-text lookup, runtime language switching, and UI text that updates live when the player changes language.

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Achievements & Stats

Track player stats, auto-unlock achievements at thresholds, persist progress to disk, and publish unlock events.

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Scheduler

One-shot delays, repeating timers, next-frame callbacks, and a safe bridge from background threads to the main thread.

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Tween

Pause-aware value animation with 31 easing curves, driven by the Time service's clocks.

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Asset Provider

Async asset loading over Addressables, with reference counting per key and scope-bound batch cleanup.

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Random

Seeded, deterministic random numbers with named streams and snapshot/restore for save-correct runs.

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FSM (State Machines)

Deterministic per-object state machines you tick yourself — named states, guarded transitions, and global interrupts in pure C#.

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Pushdown Stack

Stacked, resumable game-state scopes — push an interrupt on top and whatever was running freezes until it is popped.

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Tween Sequencing

Compose tweens into ordered and parallel, pause-aware timelines with one fluent chain.

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Addressable Scene

Load and unload additive scenes from the Addressables catalog, with per-key reference counting.

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Deferred Event Queue

Queue events now and publish them later, in order, at a flush point you choose.

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Command Registry

The data core for a developer console — command table, tokenizer, execution, history, and autocomplete. You build the UI.

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FAQ

Short answers to the questions we hear most.