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.
1. What You Get
What Common Game System is, the 23 services it gives your project, and what it deliberately leaves out.
Read →2. Installation and Your First Five Minutes
Import the package, run the 60-second Motion Lab demo, and read the one console line that confirms everything works.
Read →3. The Welcome Window and the Samples
A tour of the Welcome window, the six included samples, and the hidden framework test suite.
Read →4. Your First Script
The one pattern that unlocks the whole framework, plus copy-paste snippets for the five services you will use first.
Read →5. Core Concepts
The five ideas behind every CGS service — bootstrap, service locator, clocks, events, and null implementations — plus a glossary.
Read →6. Setup Steps, Illustrated
Optional recipes that connect CGS to your own assets — audio mixer, input actions, IL2CPP link.xml, and Addressables.
Read →7. Adapting the Framework to Your Project
The seven assemblies, removing optional packages, replacing services with your own, switching subsystems off, and where files live on disk.
Read →8. Troubleshooting and FAQ
The most common questions and fixes, in the order new users usually hit them, plus how to get help.
Read →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.
Read →Service Locator
The one static class you call to get any framework or game service.
Read →Logger
Categorized, filterable logging with build-level muting, a rotating file backend, and pluggable outputs.
Read →Event Bus
Type-safe, synchronous publish/subscribe between game systems.
Read →Configuration
Typed, persistent settings groups with validation and change events.
Read →Save/Load
Slot-based JSON saves with crash-safe atomic writes and version migration.
Read →Input
Action-based input with a context stack and interactive rebinding, built on Unity's Input System.
Read →Scene Flow
Async scene loading with a loading screen, cancellation, and additive multi-scene support.
Read →Audio
Music, sound effects, and voice through a Unity AudioMixer with pooled sources and pause-aware fades.
Read →Object Pool
Reuse GameObject instances instead of Instantiate and Destroy to keep frame times stable.
Read →UI Framework
A panel stack for menus, HUD, and dialogs with focus memory, gamepad navigation, and modal pause.
Read →Time
Pausable game time on three independent clocks — Gameplay, UI, and Background — each with its own speed control.
Read →Localization
Key-to-text lookup, runtime language switching, and UI text that updates live when the player changes language.
Read →Achievements & Stats
Track player stats, auto-unlock achievements at thresholds, persist progress to disk, and publish unlock events.
Read →Scheduler
One-shot delays, repeating timers, next-frame callbacks, and a safe bridge from background threads to the main thread.
Read →Tween
Pause-aware value animation with 31 easing curves, driven by the Time service's clocks.
Read →Asset Provider
Async asset loading over Addressables, with reference counting per key and scope-bound batch cleanup.
Read →Random
Seeded, deterministic random numbers with named streams and snapshot/restore for save-correct runs.
Read →FSM (State Machines)
Deterministic per-object state machines you tick yourself — named states, guarded transitions, and global interrupts in pure C#.
Read →Pushdown Stack
Stacked, resumable game-state scopes — push an interrupt on top and whatever was running freezes until it is popped.
Read →Tween Sequencing
Compose tweens into ordered and parallel, pause-aware timelines with one fluent chain.
Read →Addressable Scene
Load and unload additive scenes from the Addressables catalog, with per-key reference counting.
Read →Deferred Event Queue
Queue events now and publish them later, in order, at a flush point you choose.
Read →Command Registry
The data core for a developer console — command table, tokenizer, execution, history, and autocomplete. You build the UI.
Read →FAQ
Short answers to the questions we hear most.