This is a project template for getting up-and-running quickly for game jams. It is configured for creating 2D games in Unity. Included are a bunch of common plugins, code and prefabs I use, a main menu and pause functionality, and some UI SFX. This is to save on overhead that would otherwise occur during the jam, setting up a new project and copying over any specific library code from other games.
The code included is all focused on automation and making code easier to write, it does not "pre-code" any features or mechanics (beyond menus).
The project currently includes:
Plugins
- Zenject
- A dependency injection framework, for implementing a composition over inheritance pattern in developing.
- NotNullAttribute
- A C# attribute for marking Serialized properties in the Unity inspector as required.
- A console error is logged, and the game is prevented from running at all (not just when your GameObject enters the scene) whenever any "Not Null" fields are null.
- Very useful for reducing errors in the Unity Editor, especially for non-programmer contributors.
Scripts
- A small Easing library
- Written by me, for adding juice to your game.
- A bunch of utility extension methods
- Vector extensions for fluently manipulating vectors
- Texture extensions for performing common operations on textures
- Rigidbody extensions for performing common physics operations on Rigidbodies and their attached colliders
- A small Debug Drawing library
- For drawing dots, lines etc. on the screen
- PathStack
- Class for easily working with FileSystem paths
- Removes need for string operations, references to "Path separator" constants, etc.
- PointService
- A service for easily generating points in games
- ThreadedCoroutine singleton
- A singleton for easily offloading work to REAL background threads
- Reminder: You cannot do any operations on Unity objects from a background thread
- MasterInstaller
- An "Installer" instance for Zenject that wires up a few simple concepts
- Sets up Singleton reference to ThreadedCoroutine
- Has some quick dependency injection hooks for injecting sibling components, instead of calling
GetComponent<T>()
all the time
Prefabs
- _SceneContext
- An object to add to your scene to pre-configure Zenject stuff
Audio
- Kenney.nl's superb UI Audio SFX pack, licensed under Creative Commons Zero
Scenes
- Game.unity
- Basic scene set up and ready to go for development, contains a _SceneContext instance and things.
- Main Menu.unity
- A sample Menu for playing your game. Has a screen for displaying a simple list of credits, and an "Exit" option.
The project has the following structure:
Assets/
├─── Audio/
│ # files and music
│
├─── Fonts/
│ # Custom fonts
│
├─── Materials/
│ # Physics or Visual materials
│
├─── Images/
│ # Image assets, textures, etc.
│
├─── Plugins/
│ # Any kind of addon to Unity
│
├─── Prefabs/
│ # Prefabs
│
├─── Scenes/
│ # Scenes
│
└─┬─ Scripts/
│ # Your code
│
├─── Components/
│ # Scripts for extending the functionality of GameObjects
│ # e.g. "PlayerHoldable" etc.
│
├─── Config
│ # Configuration scripts e.g. Zenject Installers, Constants
│
├─── Entities
│ # Scripts specific to certain objects in your game
│ # e.g. "PlayerController", etc.
│
├─── Singletons
│ # Singleton objects
│
└─── Util
# All sorts of raw coding logic that exists as
# a utility for other code