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ZeroEngine

Unity Tests License: MIT Unity 2022.3+

ZeroEngine is the shared Unity codebase I maintain for ZeroGameStudio projects. It is split into Unity Package Manager packages so a game can pull in only the systems it needs.

Most of these packages came out of production work on POB: runtime helpers, editor tooling, data systems, save logic, UI, analytics, and 2D platform navigation. The repository is kept public so those reusable pieces can be used and tested outside a single game project.

Why I Keep This Separate

Unity projects tend to accumulate the same glue code over time: singleton and event helpers, pooled runtime objects, save data, quests, platform navigation, UI panels, editor data browsers, and debugging tools. Keeping these systems in packages makes it easier to reuse them across projects and to test them without mixing in game-specific content.

Package Highlights

Package Purpose
com.zerogamestudio.zeroengine.core Core helpers, logging, pooling, singleton patterns, and performance utilities.
com.zerogamestudio.zeroengine.data Data and stat systems for game configuration and runtime values.
com.zerogamestudio.zeroengine.data-toolkit Editor tooling for browsing, inspecting, and validating project data assets.
com.zerogamestudio.zeroengine.gameplay Reusable gameplay mechanics and trigger helpers.
com.zerogamestudio.zeroengine.narrative Quest and narrative runtime services.
com.zerogamestudio.zeroengine.pathfinding2d 2D platform navigation, graph generation, jump links, route costs, and diagnostics.
com.zerogamestudio.zeroengine.persistence Save and persistence infrastructure.
com.zerogamestudio.zeroengine.ui Runtime UI framework and toast notification systems.
com.zerogamestudio.analytics Self-hostable analytics and bug feedback SDK.

There are also packages for AI, audio, combat, economy, input, localization, network, RPG, social, world, and editor dashboard systems.

Installation

Add packages through Unity Package Manager using a Git URL with the package path you need:

https://github.com/liuzqk/zeroengine.git?path=com.zerogamestudio.zeroengine.core#main

For example, a project Packages/manifest.json can pin several packages:

{
  "dependencies": {
    "com.zerogamestudio.zeroengine.core": "https://github.com/liuzqk/zeroengine.git?path=com.zerogamestudio.zeroengine.core#main",
    "com.zerogamestudio.zeroengine.pathfinding2d": "https://github.com/liuzqk/zeroengine.git?path=com.zerogamestudio.zeroengine.pathfinding2d#main",
    "com.zerogamestudio.zeroengine.ui": "https://github.com/liuzqk/zeroengine.git?path=com.zerogamestudio.zeroengine.ui#main"
  }
}

For production work I usually pin a tested commit hash instead of #main.

Repository Layout

Each top-level com.zerogamestudio.* directory is a UPM package. Most packages follow the same structure:

com.zerogamestudio.zeroengine.<module>/
  Runtime/
  Editor/
  Tests/
  Samples~/
  package.json
  README.md

Not every package has every folder; small runtime-only packages stay minimal.

Testing

The repository includes a GitHub Actions workflow that builds a temporary Unity project and runs EditMode tests through GameCI.

For local work, open a Unity 2022.3 project that references the package under test, then run the relevant EditMode tests from Unity Test Runner. Keep new tests narrow and package-scoped.

Support and Security

  • Use GitHub issues for reproducible bugs and focused feature requests.
  • See SUPPORT.md for the information maintainers need.
  • See SECURITY.md for private security reporting guidance.

Production Use

POB depends on multiple ZeroEngine packages, including analytics, core, data, data-toolkit, economy, gameplay, narrative, pathfinding2d, persistence, and UI. That is the main production feedback loop for this repository.

Contributing

See CONTRIBUTING.md before opening issues or pull requests. Small, tested fixes are preferred over broad rewrites.

License

ZeroEngine is available under the MIT License.

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