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.
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>
com.vm233.vmframework
The package keeps the existing assembly name:
VMFramework
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.vmcoreor an embeddedAssets/Plugins/VMCorecopy) - VM Odin Extensions (
https://github.com/VM233/VMOdinExtensions.git) - UniTask (
com.cysharp.unitaskor an embedded UniTask copy) - Odin Inspector
- FishNet, when using
FishnetExtension
BattleIdle currently supplies these dependencies from its project manifest and embedded plugins.
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 underAssets/GameResources/Configurations/GlobalSettings.
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.
LogicTickManager publishes one ordered deterministic step:
OnPreTickOnTick- the current
OnNextTicksnapshot OnPreSimulationTickOnSimulationTickOnPostSimulationTickOnPostTick
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.
- This repository is now a Unity Package Manager package root, not a full Unity project.
.metafiles are kept so Unity asset GUID references survive the move fromAssets/VMFrameworkto a Git package.JSONConverterswas removed from VMFramework; framework code no longer depends onJSONConverterExt.