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GeezerVison is showing github.com — GitHub - EggyStudio/UnityEssentials: A modular, production-ready ecosystem of game development building blocks with automated dependency management.

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Unity Essentials

Packages for Unity 6 and HDRP, each in its own git repository, for runtime systems, editor tools, rendering, the environment, humanoid characters and UI Toolkit. This package, com.unityessentials.core, adds an editor window that lists the packages of the EggyStudio account and installs the ones selected, together with the packages they depend on.

All scripts are contained within the UnityEssentials namespace.

Installation

  1. Add the package via Unity's Package Manager

    • Window → Package Manager → "+" → "Add package from git URL…"
    • Paste the following:
    https://github.com/EggyStudio/UnityEssentials.git
    
  2. Install modules from the Tools menu

    • Tools → UnityEssentials → Install & Update
    • Select individual modules or install all; run again anytime to update

Dependencies between modules are resolved automatically.

Tools → UnityEssentials → Initialize Addressables creates the project's Addressables settings, which several packages load their assets from. The package does the same after each script reload.

Packages

A package marked not implemented holds only its manifest and assembly definition, and installs without adding any code.

Core & HDRP

HDRP setup shared by the other packages.

  • Unity.Core.HDRP.ImGui, Dear ImGui rendered through an HDRP Custom Pass in Edit Mode and Play Mode
  • Unity.Core.HDRP.Resources, default HDRP Asset, Global Settings, LookDev and Volume profiles
  • Unity.Core.HDRP.Settings, HDRP runtime options as a component, saved to JSON
  • Unity.Core.Templates.Sponza, spawns a Sponza scene setup from the GameObject menu

Dependencies

Integrations with outside tools that other packages and the editor window use.

  • Unity.Dependencies.Addressables
  • Unity.Dependencies.GitApi, fetch, pull, stage, commit and push for a selected folder
  • Unity.Dependencies.GitHub, clones several GitHub repositories into the project
  • Unity.Dependencies.NuGet, NuGet package management in the editor through NuGetForUnity

Diagnostics

In-game debugging tools drawn with ImGui.

  • Unity.Diagnostics.Console
  • Unity.Diagnostics.Gizmo, in-game move, rotate and scale gizmo
  • Unity.Diagnostics.Modules, frame time overlay with FPS, render time, memory and GC spikes
  • Unity.Diagnostics.Monitoring, live values of annotated fields, properties, events and methods
  • Unity.Diagnostics.ToggleShortcut

Editor Attributes

Attributes that change how a serialized field or a method appears in the Inspector.

  • Unity.Editor.Attributes.Button, methods as Inspector buttons
  • Unity.Editor.Attributes.DateTime, date and time pickers
  • Unity.Editor.Attributes.Directory, folder picker for string fields
  • Unity.Editor.Attributes.Foldout, fields grouped under nested foldouts
  • Unity.Editor.Attributes.Info, info, warning and error help boxes
  • Unity.Editor.Attributes.LabelOverride, a field's label replaced by another
  • Unity.Editor.Attributes.MinMaxSlider, one slider for a minimum and maximum pair
  • Unity.Editor.Attributes.OnValueChanged, a method called when a field changes
  • Unity.Editor.Attributes.ReadOnly, fields shown without editing
  • Unity.Editor.Attributes.ShowIf, fields shown or disabled by another field's value
  • Unity.Editor.Attributes.ToggleButton, booleans as toggle buttons

Editor Components & Drawers

Property drawers, editor windows and components for the editor.

  • Unity.Editor.Components.StickyNote, color-coded notes on GameObjects
  • Unity.Editor.Drawer.Console
  • Unity.Editor.Drawer.DomainReload
  • Unity.Editor.Drawer.Enum, enum popup with search and keyboard navigation
  • Unity.Editor.Drawer.EnumFlags, checkboxes for flag enums
  • Unity.Editor.Drawer.MarkdownViewer
  • Unity.Editor.Drawer.PackageManifest, editor window for package.json files
  • Unity.Editor.Drawer.ReorderableList
  • Unity.Editor.Drawer.SceneReference, serializable scene reference with loading by code
  • Unity.Editor.Drawer.ScriptableObject, ScriptableObject references edited inline
  • Unity.Editor.Drawer.SerializedDictionary, serializable dictionary with a reorderable list
  • Unity.Editor.Drawer.SimpleTreeView, IMGUI TreeView with drag and drop, renaming and context menus
  • Unity.Editor.Drawer.WindowBuilder, fluent API for EditorWindow layouts

Editor Hooks, Fetchers & Tools

Callbacks into the editor's own windows and loops, and standalone editor tools.

  • Unity.Editor.Fetcher.MouseInput, OS cursor position on Windows, macOS and Linux
  • Unity.Editor.Hooks.Hierarchy, Hierarchy selection events and helpers
  • Unity.Editor.Hooks.Inspector, prioritized hooks into MonoBehaviour inspectors
  • Unity.Editor.Hooks.PlayerLoop, delegates added to and removed from PlayerLoop phases
  • Unity.Editor.Hooks.Statusbar
  • Unity.Editor.Hooks.TextAsset
  • Unity.Editor.Hooks.Toolbar
  • Unity.Editor.Hooks.UIBuilder, access to the UI Builder window and its selection
  • Unity.Editor.Tools.EditorIcons, search and export of Unity's built-in editor icons
  • Unity.Editor.Tools.MaskMapGenerator, metallic, AO, detail mask and smoothness packed into one texture

Environment

Time of day, sun and moon, weather and water for HDRP scenes.

  • Unity.Environment.Atmosphere, not implemented
  • Unity.Environment.CelestialBodies, sun and moon positions and the lights they drive
  • Unity.Environment.Clouds, not implemented
  • Unity.Environment.Ecosystem, not implemented
  • Unity.Environment.Fauna, not implemented
  • Unity.Environment.Flora, not implemented
  • Unity.Environment.Ocean, ocean and pool water prefabs
  • Unity.Environment.Precipitation, not implemented
  • Unity.Environment.Terrain, not implemented
  • Unity.Environment.TimeOfDay, sun and moon set from date, time and location
  • Unity.Environment.Vegetation, not implemented
  • Unity.Environment.Weather, weather prefab with cloud layer, volumetric cloud and fog volumes
  • Unity.Environment.Wind, not implemented

Graphics & Rendering

HDRP lights, probes, lighting scenarios and color grading.

  • Unity.Graphics.AdvancedAtmosphere, not implemented
  • Unity.Graphics.AdvancedSky, not implemented
  • Unity.Graphics.AdvancedSpotLight, spot light split into RGB lights for chromatic aberration
  • Unity.Graphics.AdvancedTerrain, not implemented
  • Unity.Graphics.AdvancedVolumetrics, not implemented
  • Unity.Graphics.AdvancedWater, not implemented, and without a package.json it does not install
  • Unity.Graphics.ApvLightingBaker, Adaptive Probe Volume lighting scenarios baked by name
  • Unity.Graphics.BlackoutReflectionProbe, reflection probe that returns black inside its bounds
  • Unity.Graphics.LightCookies, IES light profiles for HDRP lights
  • Unity.Graphics.Tonemaps, AgX-inspired tonemapping LUTs

Humanoid

Ragdolls, poses and look targets for humanoid characters.

  • Unity.Humanoid.ActiveRagdoll, physics ragdoll that follows the animation with a PD controller
  • Unity.Humanoid.AdvancedAvatar, not implemented
  • Unity.Humanoid.AnimationRigging, head and aim look target with clamping and smoothing
  • Unity.Humanoid.PoseController, humanoid poses set through muscle values
  • Unity.Humanoid.RagdollBuilder, humanoid ragdoll generation with editable colliders and joints

Movement

Character and camera controllers.

  • Unity.Movement.AdvancedCharacterController, not implemented
  • Unity.Movement.SpectatorController, free-fly spectator camera

Multiplayer

Sessions, matchmaking and social features. None of these is implemented.

  • Unity.Multiplayer.Backend.InterestManagement
  • Unity.Multiplayer.Backend.WorldPartition
  • Unity.Multiplayer.Communication.Chat
  • Unity.Multiplayer.Communication.Voice
  • Unity.Multiplayer.Lobbies
  • Unity.Multiplayer.Matchmaking
  • Unity.Multiplayer.P2P
  • Unity.Multiplayer.P2P.Replication
  • Unity.Multiplayer.P2P.Sessions
  • Unity.Multiplayer.Sessions
  • Unity.Multiplayer.Social.Friends
  • Unity.Multiplayer.Social.Groups
  • Unity.Multiplayer.Social.Invites

Networking

Transport, relay and backend services. None of these is implemented.

  • Unity.Networking.Backend.Encryption
  • Unity.Networking.Backend.NatTraversal
  • Unity.Networking.Backend.PeerDiscovery
  • Unity.Networking.Backend.Relay
  • Unity.Networking.Backend.Serialization
  • Unity.Networking.Backend.Transport
  • Unity.Networking.Database
  • Unity.Networking.Identity
  • Unity.Networking.Inventory
  • Unity.Networking.Persistence
  • Unity.Networking.Profiles

Rendering & Camera

Physical camera control, exposure and render rates.

  • Unity.Rendering.AdvancedCamera
  • Unity.Rendering.Camera.AutoExposure, exposure adjusted from scene luminance
  • Unity.Rendering.Camera.FocusPoint, focus distance from a ray or sphere cast
  • Unity.Rendering.Camera.Luminance, average luminance of a camera's image, measured on the GPU
  • Unity.Rendering.Camera.PhysicalProperties, presets for aperture, focal length, ISO and shutter
  • Unity.Rendering.Camera.RenderTexture, camera output to a managed RenderTexture
  • Unity.Rendering.CameraRefreshRate, per-camera render rate limit
  • Unity.Rendering.GlobalRefreshRate, frame limiter and global tick for time-sliced work

Sound & Audio

An AudioMixer setup. Acoustics, playback, spatial audio, synthesis and voice are not implemented.

  • Unity.Sound.Acoustics, not implemented
  • Unity.Sound.AudioMixer, AudioMixer with master, music, effects, voice and environment groups
  • Unity.Sound.Playback, not implemented
  • Unity.Sound.SpatialAudio, not implemented
  • Unity.Sound.Synthesis, not implemented
  • Unity.Sound.Voice, not implemented

Systems

Runtime architecture, such as dependency injection, events, scene loading, settings and scheduling.

  • Unity.Systems.AssetResolver, typed asset lookup, Addressables first, with caching
  • Unity.Systems.CameraProvider, the active camera in Play Mode and Edit Mode
  • Unity.Systems.DependencyInjection, attribute-based injection into MonoBehaviours
  • Unity.Systems.EventBus, strongly typed event bus
  • Unity.Systems.FieldBinder, field and property values copied between two objects
  • Unity.Systems.PredefinedAssembly, types that implement an interface, found across the game assemblies
  • Unity.Systems.RuntimeDiscovery, scene discovery and reflection helpers
  • Unity.Systems.SceneLoader, additive loading of scene groups with progress
  • Unity.Systems.Serializer, JSON serialization with atomic file writes
  • Unity.Systems.SettingsDefinition, labels, tooltips, defaults and controls for settings
  • Unity.Systems.SettingsProfile, versioned settings profiles in JSON files
  • Unity.Systems.Singleton, MonoBehaviour singletons, persistent or not
  • Unity.Systems.SkinnedMeshTransfer, SkinnedMeshRenderers rebound to another armature by bone name
  • Unity.Systems.Task, allocation-free async and await on the PlayerLoop
  • Unity.Systems.Tick, actions run at a set number of ticks per second, spread across frames
  • Unity.Systems.Timing, coroutine scheduler with Update, FixedUpdate, LateUpdate and LazyUpdate segments
  • Unity.Systems.UtilityExtensions, extension methods for cameras, components, vectors, math and audio

Types

Collections for pooling and reuse.

  • Unity.Types.ManagedArray, pooled, growable array of structs
  • Unity.Types.ObjectPool, thread-safe generic object pools

UI

Fonts and UI Toolkit components for runtime and editor interfaces.

  • Unity.UI.Fonts, font families, emoji sprites and TextMeshPro shaders
  • Unity.UI.Toolkit.Animation, USS classes for transitions
  • Unity.UI.Toolkit.ElementLinker, MonoBehaviours bound to VisualElements
  • Unity.UI.Toolkit.Extensions, extension methods for UIDocument and VisualElement
  • Unity.UI.Toolkit.MarqueeLabel, label that scrolls text wider than itself
  • Unity.UI.Toolkit.MenuGenerator, menus built in an editor TreeView and generated at runtime
  • Unity.UI.Toolkit.ScriptComponents, MonoBehaviours for events, values, labels and visibility
  • Unity.UI.Toolkit.SplashScreen, animated splash sequence with audio and branding
  • Unity.UI.Toolkit.Tooltip, hover tooltips from VisualElement.tooltip

About

A modular, production-ready ecosystem of game development building blocks with automated dependency management.

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