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Connectopia

Elevate Your Unity Experience!

Unlock the full potential of your Unity projects with Connectopia, the ultimate solution for variable management, event triggering, and data persistence.

Empower your development process with a suite of powerful features:

๐Ÿš€ Scriptable Objects: Seamlessly serialize assets with unique GUIDs, enhancing tracking and management.

๐Ÿ”ง Variables: Effortlessly create, modify, and reference various values for unparalleled flexibility.

๐ŸŒ GameState: Revolutionize data management with a modular design, debug logging, and easy integration.

๐ŸŽ‰ Events: Simplify event implementation with centralized communication channels for seamless development.

Why Choose Connectopia?

โœ… Boost Efficiency: Streamline asset tracking and management with automatic GUID generation.

โœ… Flexible Variables: Tailor your Unity project effortlessly with dynamic variable management.

โœ… Game-State Mastery: Achieve centralized control over game-related data for enhanced functionality.

โœ… Seamless Event Handling: Simplify complex event implementations with ease.

Elevate your Unity game development with Connectopia.

Simplify, streamline, and supercharge your projects today!


Asset Creation

This class can be created as an asset in the Unity Editor using the CreateAssetMenu attribute. In the Unity Editor, right-click in the Project window. Navigate to "Create" > "Zanoshky" > "Variables"

Example Usage

public class ExampleUsage : MonoBehaviour {
    public DoubleVariable myDoubleVariable;
     
    void Start()
    {
         // Accessing the current value
         double currentValue = myDoubleVariable.Current;
         // Modifying the current value
         myDoubleVariable.Current = 42.0;
         // Resetting to the default value
         myDoubleVariable.Current = myDoubleVariable.DefaultValue;
    }
 }

GameState

Overview

The GameStateSO Unity ScriptableObject is a versatile asset designed to manage and persistently store game-related data such as scores, time, settings, and authorization information. This asset provides a centralized location for managing the state of your game, making it easy to save and load important data.

Features

  • Modular Design: Organizes game-related data into categories like Debug, Game, Settings, and Authorization.
  • Variable Integration: Utilizes various custom ScriptableObjects (IntVariable, LongVariable, FloatVariable, BoolVariable, StringVariable) to represent different types of game data.
  • Debug Logging: Includes a debug log to record events during development and testing.
  • CreateAssetMenu Integration: Allows for easy creation of instances through Unity's Asset menu.

Ensure that you have assigned appropriate default values to the variables in the Unity Editor. The use of custom ScriptableObjects (IntVariable, LongVariable, FloatVariable, BoolVariable, StringVariable) allows for easy integration with other systems and promotes a modular design.

Use Case Example

The GameStateSO class is extreamly useful to store all various game tracking values, economy, settings, user info, mobile information, in a single, or partitioned way to refence in various scripts only as a one entry field.

Asset Creation

This class can be created as an asset in the Unity Editor using the CreateAssetMenu attribute. In the Unity Editor, right-click in the Project window. Navigate to "Create" > "Zanoshky" > "GameState"

Example Usage

public class ExampleUsage : MonoBehaviour {
     public GameStateSO gameState;
      void Start()
     {
         int currentScore = gameState.score.Current;
         float musicVolume = gameState.settingMusic.Current;
         // Accessing and modifying game data
         int currentScore = gameState.score.Current;
         gameState.score.Current += 10;
         // Logging debug events
         gameState.logEvents.Add("Game started");
         // Accessing authorization information
         string googlePlayAuthCode = gameState.googlePlayAuthCode.Current;
         // Access and modify other variables as needed.
     } 
}

Events

Overview

The xxxEventChannelSO class facilitates the implementation of events in Unity, specifically designed for scenarios where events involve primite/unity values. It extends SerializableScriptableObject, enabling easy integration into the Unity Editor as a scriptable object asset.

Use Case Example

BoolEventChannelSO class is particularly useful for managing events related to boolean states, such as toggling a UI interface, open and close panel for example. By using this class, you can create a centralized communication channel for boolean events across different parts of your Unity project.

Asset Creation

This class can be created as an asset in the Unity Editor using the CreateAssetMenu attribute. In the Unity Editor, right-click in the Project window. Navigate to "Create" > "Zanoshky" > "Events"

Example Usage


using UnityEngine;  
public class ExampleListener : MonoBehaviour {     
    public BoolEventChannelSO boolEventChannel;          
    
    private void OnEnable() 
    {         
        // Subscribe to the event         
        boolEventChannel.OnEventRaised += HandleEvent;     
    }         
    
    private void OnDisable()     
    {
        // Unsubscribe from the event to prevent memory leaks         
        boolEventChannel.OnEventRaised -= HandleEvent;  
    }         
    private void HandleEvent(bool value)     
    {
        // Do something with the boolean value received from the event        
        Debug.Log("Event received with value: " + value);     
    } 
}


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