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Common Combinations
Existing integration means the modules already connect in source. Suggested workflow means application glue is needed; these recipes are ideas, not verified end-to-end examples.
Existing integration: GameInitialization + Maestro Task Orchestration + Internet Connection Checks + AsyncWait + Maestro Graph Editor.
Initialization assets feed Maestro tasks; dependency and connectivity checks order startup, while the graph editor helps author the sequence.
Existing integration: Actor Lifecycle System + Configurable Actors + Poolable Actors + Actor Asset Loading + Asset Provider and Loaders + Object Pooling.
Actor variants carry config assets, resolve prefab loaders and create/release pooled bodies. Select the actor subclass that matches the desired lifecycle.
Existing integration: Bragi Audio Hub + Audio Configs and Settings + Audio Groups + AudioHandler + Jukebox Playlists + UIAudioTrigger.
Bragi manages handlers; authored configs/groups feed playlists and UI triggers. Handler completion advances Jukebox playback.
Existing integration: Attribute Definitions and Instances V2 + Attribute Entities and Scopes V2 + Attribute Modifiers V2 + Expression-Based Modifier Conditions + Generic Expression Engine + Expression Providers and Scopes.
V2 modifier sessions use expression-based eligibility and entity scope/variable adapters to keep reactive modifiers current.
Existing integration: ViewDataListBinder + Binding Profiles and Contexts + ViewDataBinder + ViewDataEventBinder + ScrollRect Viewport Utilities.
List items receive named contexts and runtime model injection before activation; child value/event binders can reuse profile definitions.
Existing integration: Observable Values + Reactive Component Bindings + Fluent Reactive Bindings + Reactive Binding Lifetime + Reactive Bindings Debugger.
Component binding adapters synchronize Observable values and UI; handles/anchors manage cleanup and the debugger displays registered bindings.
Existing integration: ProximityDetector + Proximity UI + UIFollowTransform.
ProximityUi creates/removes follow-transform UI views as detectable objects enter or leave the trigger.
Existing integration: ScreenFlow Navigation + Screen Views and Controllers + Popup Views and Controllers + ScreenFlow UI Triggers and Back Rules + ScreenFlow Editor Setup + Asset Provider and Loaders.
Flow configs, loaders, queued commands and popup policies coordinate authored view lifecycles and navigation history.
Existing integration: Chronos Time and Offline Progress + Chronos Time Providers + Chronos Trusted State and Policies + Persistence + Chronos Time Control Editor.
Chronos provider sync and signed persisted state establish time status; the time-control window helps test elapsed-time scenarios.
Existing integration: Fixed-Point Scalars + FixedRandom + Fixed-Point Deterministic Adapters + Deterministic Sequence Collections + Deterministic State Registry + Deterministic Input History + Deterministic World History + Lockstep and Rollback Simulation + Deterministic Event Ledger.
Register deterministic state and RNG, freeze compatibility rules, then drive tick inputs and checkpoint retention. Keep presentation reactions behind event confirmation/retraction handling.
Existing integration: Lockstep and Rollback Simulation + Deterministic Network Sessions + Deterministic Raft Coordination + Deterministic Transport and Loopback Network + Deterministic Replay Archive + Canonical Checkpoints and Codecs.
Sessions coordinate inputs/commits and migration; canonical checkpoints and replay archives restore or inspect a match. Supply the real application transport.
Existing integration: Roslyn Installer + CSharp Type Index + Source Dependency Scanner + CSharp Files Aggregator + CSharp Implementation Stripper + AI Clipboard Pipeline + Compilation Error Reports + Manual Code Control.
Type-index/dependency tooling expands aggregation inputs; transforms reduce output. Clipboard application and compile reports support the follow-up edit/compile cycle.
Suggested workflow: Inventory + ViewDataListBinder + ViewDataBinder + UI Drag and Drop + ScreenFlow Navigation + UIAudioTrigger.
Project inventory quantities into item rows, bind labels and wire drag/drop commands back to inventory operations. Add application-specific item/slot rules and refresh triggers.
Suggested workflow: Hex Grid + AStar Pathfinding + Priority Queues + MeshUtil.
Use hex coordinates/layout for the board and implement IAStar neighbors/heuristic over its cells; generate board visuals with mesh helpers.
Suggested workflow: Spreadsheet Importer + Multi-Asset ScriptableObject Editor + ScriptableObject Variants + Config-to-Enum Weaver + Config Name Constants Weaver.
Import tabular configs, compare them in the multi-asset editor, author variants where appropriate and regenerate identifiers for supported config listings.
Suggested workflow: Global Coordinates + Floating Origin + Spatial Hash Scene Integration + ScreenToWorldInfo + UIFollowTransform.
Use global coordinates for persistent locations and local transforms for presentation; explicitly refresh spatial bounds after origin shifts and connect pointer/UI behavior.
Suggested workflow: AssetGuidMapper + Reference Tracker + Missing Reference Scanner + Orphan Asset Scanner + Asset Navigator.
Trace references, repair broken links and review orphan candidates with knowledge of dynamic loading before deciding what to remove.
Suggested workflow: Domain Reload Analyzer + Manual Code Control + Rendering Performance Hub + Renderer Audit + UI Texture Size Optimizer + Binding Inspector and Diagnostics.
Choose the analyzer for the observed bottleneck: code reload, rendering, UI texture imports or binding execution. Use findings to target changes.
Suggested workflow: Serialized Snapshot Library + Copy Serialized Values + Reference Transfer + Reference Tracker.
Capture a reusable serialized setup, preview application and remap references to the target hierarchy; inspect reference results afterward.
Suggested workflow: Deterministic SparseSet + Deterministic SlotMap + Deterministic Command Buffers + Deterministic State Registry + Fixed-Point Unity Integration.
Use application-owned entity IDs, dense components and ordered command merging, then register all logical state. Complete Native jobs before publishing checkpoints.
Documentation snapshot: 2026-10-11
Tags: legendarytools/combinations
- Architecture and State
- Asset and Content Editors
- Assets and Identity
- Async and Startup
- Audio
- Binding and Scripting
- Code and Automation Editors
- Collections and Algorithms
- Deterministic Computing
- Developer Tooling
- Editor Interface and Diagnostics
- Gameplay and Attributes
- Math and Extensions
- Persistence and Time
- ScriptableObject Architecture
- Spatial and Geometry
- UI and Navigation
- Unity Runtime Helpers