Overview
Stop wiring everything together.
Evently introduces a clean and deterministic event-driven communication layer for Unity. Instead of tightly coupling systems with direct references, singletons, or manager chains, Evently allows components to communicate through a scalable publish/subscribe event architecture. This keeps your codebase modular, maintainable, and significantly easier to extend as your project grows.
No string-based events.
No hidden dependencies.
No fragile object graphs.
Evently provides a type-safe event system for Unity that enables systems to react to events without knowing about each other.
Core Capabilities
- Global Event Bus – project-wide messaging system for communication between gameplay systems
- Scoped Event Buses – isolated buses for modular features, UI panels, mini-games, tools, or temporary systems
- Disposable Subscriptions – explicit lifetime control for every event listener
- Auto-Bound MonoBehaviour Listeners – automatic cleanup when Unity objects are destroyed
- Lightweight Debug Window – inspect active events and listener counts directly in the Unity Editor
Event Dispatching, Done Right
- Type-Safe Events – strongly-typed contracts (structs or classes), zero magic strings
- Fluent Listener API – chainable configuratio for expressive and maintainable subscriptions
- Duplicate Subscription Protection – prevent accidental multiple registrations
- Exception-Safe Dispatching – one failing listener won’t break the entire event chain
- Minimal Allocations – optimized for performance-sensitive and mobile projects
Documentation