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VMFramework

VMFramework is a reusable Unity 6.4 framework package for VM233 projects. It contains shared gameplay architecture, configuration tooling, UI panel infrastructure, localization helpers, resource management utilities, map/tile helpers, editor tooling, and optional FishNet integration.

Installation

Add the package through Unity Package Manager using the Git URL:

https://github.com/VM233/VMFramework.git

For a fixed revision, use:

https://github.com/VM233/VMFramework.git#<commit>

Package Name

com.vm233.vmframework

The package keeps the existing assembly name:

VMFramework

Requirements

The package declares Unity registry dependencies in package.json for Addressables, Localization, Input System, TextMeshPro/UGUI, Tilemap Extras, Visual Effect Graph, and Newtonsoft JSON.

These external packages or plugins must also be available in the consuming Unity project because the current VMFramework.asmdef references their assemblies:

  • VMCore (com.vm233.vmcore or an embedded Assets/Plugins/VMCore copy)
  • VM Odin Extensions (https://github.com/VM233/VMOdinExtensions.git)
  • UniTask (com.cysharp.unitask or an embedded UniTask copy)
  • Odin Inspector
  • FishNet, when using FishnetExtension

BattleIdle currently supplies these dependencies from its project manifest and embedded plugins.

Layout

  • Main: core runtime, editor tools, JSON helpers, UI panel infrastructure, configuration, game logic architecture, localization, resources, timers, and procedures.
  • MapExtension: tilemap, grid map, map utilities, and tile config support.
  • FishnetExtension: optional FishNet networking integration.
  • Experimental: experimental framework code.
  • GameResources: package-owned fonts and script templates. Runtime project global setting assets are expected under Assets/GameResources/Configurations/GlobalSettings.

Manager Containers

ManagerCreator owns the root ^Core object in the active scene. Manager category containers are resolved only among the direct children of that root. Business and configuration hierarchies may therefore reuse category names such as Audio without being moved or treated as manager owners.

Logic Tick Simulation Phases

LogicTickManager publishes one ordered deterministic step:

  1. OnPreTick
  2. OnTick
  3. the current OnNextTick snapshot
  4. OnPreSimulationTick
  5. OnSimulationTick
  6. OnPostSimulationTick
  7. OnPostTick

Simulation command producers should use OnPreSimulationTick, the single simulation owner should use OnSimulationTick, and achieved-state or collision observers should use OnPostSimulationTick. Actions registered from simulation callbacks remain queued until the next logic tick.

Use TickDeltaTime for per-step simulation math. It remains the immutable admitted duration throughout the current tick even if a callback changes TickGap; outside a tick it reports the active gap for the next admission. Use TickInterpolationAlpha for presentation interpolation. AdvanceTime is available to deterministic clock owners and tests; it uses the active TickGap configured through SetTickGap.

Notes

  • This repository is now a Unity Package Manager package root, not a full Unity project.
  • .meta files are kept so Unity asset GUID references survive the move from Assets/VMFramework to a Git package.
  • JSONConverters was removed from VMFramework; framework code no longer depends on JSONConverterExt.

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a game framework for unity

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