A production-ready, modular Unity project template inspired by Unreal Engine architecture. Built for large-scale commercial game development with performance-first systems, comprehensive tooling, and modern CI/CD workflows.
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UnityStarter is a battle-tested foundation for professional game projects — not a collection of isolated utilities, but a coherent full-stack game framework. It provides:
- Complete game architecture — Actor/Pawn/Controller/GameMode pattern from Unreal Engine
- Full combat system — GAS-inspired abilities, attributes, effects, cooldowns, and costs
- Production AI — visual behavior tree editor with Burst/DOD scaling to 10,000+ agents
- Dual-mode networking — state synchronization + lockstep rollback with 5 AOI strategies
- Performance-first — zero-GC hot paths across all core systems
- Modular design — 24+ self-contained packages, import only what you need
- Hot update ready — HybridCLR (C#) + YooAsset/Addressables (assets) + Obfuz (code protection)
- Developer tooling — custom Roslyn analyzers, build pipeline, cheat console, UI profiler
- Cross-engine core — key modules target
netstandard2.0with zero Unity API, Godot-ready
UnityStarter/
├── Assets/
│ ├── Build/ # Build pipeline & CI/CD (HybridCLR, Obfuz, YooAsset/Addressables)
│ ├── Plugins/ # Third-party native plugins
│ ├── Settings/ # URP PipelineAssets (Performant / Balanced / HighFidelity)
│ ├── ThirdParty/CycloneGames/ # Core framework (22+ modules, 80+ asmdef)
│ └── UnityStarter/ # Project-specific code & scenes
├── Analyzers/ # Roslyn analyzers (22 implemented rules) [standalone .sln]
├── Packages/ # UPM manifest
├── ProjectSettings/ # Unity project configuration
└── Tools/ # Go utility scripts
Every module follows the same internal structure: Runtime/ (core) → Editor/ (tools) → optional Core/ (engine-agnostic) → optional Integrations/ (cross-module bridges) → Samples/. Each has bilingual README.md + README.SCH.md.
📚 Each module has detailed documentation at
{ModulePath}/README.md. Click the links below to jump directly.
| Module | Description | Docs |
|---|---|---|
| GameplayFramework | UE-style Actor/Pawn/Controller/GameMode. DI-friendly, extensible game architecture. | README |
| GameplayAbilities | Data-driven ability system (GAS). ScriptableObject abilities, attributes, effects, cost/cooldown, cues. | README |
| GameplayAbilities.Networking | Networked GAS: client prediction, rollback, state replication, 14 message types, drift detection. | Module directory |
| GameplayTags | Hierarchical tag system. Source-generated, zero-allocation queries, Unity Editor integration. | README |
| BehaviorTree | Visual AI behavior tree. GraphView editor, DOD/Burst mass simulation, 30+ nodes, network sync. | README |
| AIPerception | Burst-accelerated AI sensors. Visual/deep/proximity queries, spatial grid, 0 GC per tick. | README |
| RPGFoundation | RPG extensions: inventory, attributes, quests, 2D/3D movement controllers. | Module directory |
| UIFramework | Hierarchical UI with window state machine, MVP support, tween backends, dynamic atlas. | README |
| Module | Description | Docs |
|---|---|---|
| Factory | High-performance object pooling. Thread-safe, auto-scaling, O(1) operations, DOD variant. | README |
| Logger | Structured logging. Multi-threaded, file rotation, pluggable processors, WebGL support. | README |
| AssetManagement | Asset loading abstraction. W-TinyLFU cache, YooAsset/Addressables/Resources backends. | README |
| DataTable | Config data pipeline. Luban/MessagePack backends, zero-GC O(1) queries, engine-agnostic Core. | README |
| Audio | Audio management with Wwise-like API. Bank system, platform profiles, voice policies. | README |
| Localization | BCP 47 locale framework. CLDR plurals (25+ languages), fallback chains, pseudo-localization QA. | README |
| Module | Description | Docs |
|---|---|---|
| Networking | Network abstraction layer. Pluggable transports (Mirror/Mirage), QoS channels, 4 serializers, Burst AOI. | README |
| Module | Description | Docs |
|---|---|---|
| InputSystem | Reactive input with context stacks. Local multiplayer, device auto-detection, runtime rebinding. | README |
| DeviceFeedback | Cross-platform haptics. Mobile vibration (Android/iOS/WebGL), gamepad rumble, device light control. | README |
| Module | Description | Docs |
|---|---|---|
| Analyzers | Custom Roslyn analyzers. 22 implemented rules across 5 categories, 2 CodeFix providers. | README |
| Cheat | Type-safe debug command console. VitalRouter integration, async commands, thread-safe execution. | README |
| Utility | Common utilities: FPS counter, safe area, splash screen, file operations. | Module directory |
| Services | Service abstractions: camera management, graphics settings, device configuration. | Module directory |
| FontAssets | Multilingual font collection. Latin, CJK (Simplified/Traditional/Japanese/Korean). | Module directory |
| Module | Description | Docs |
|---|---|---|
| Foundation2D | 2D game foundation. Performance benchmarks, platformer components, sprite management. | Module directory |
| Module | Description | Docs |
|---|---|---|
| Build | Complete build pipeline. HybridCLR + Obfuz + asset management. CLI-driven, CI/CD ready. | README |
- Unity 2022.3 LTS or later (6000.3 LTS also supported)
- Git (for automatic versioning in Build module)
git clone https://github.com/MaiKuraki/UnityStarter.git- Open in Unity — point Unity Hub to the
UnityStarter/directory - Explore — start with
GameplayFrameworkto understand the architecture - Read the docs — every module has
README.md+README.SCH.md - Configure builds — see Build Module for CI/CD setup
Copy the module folder from UnityStarter/Assets/ThirdParty/CycloneGames/ into your own project. Check the module's README for any dependencies — most modules are self-contained.
| Package | Purpose |
|---|---|
UniTask (Cysharp) |
Zero-allocation async/await |
R3 (Cysharp) |
Reactive data streams |
VContainer (hadashiA) |
DI/IoC container |
VitalRouter (hadashiA) |
Message routing |
VYaml (hadashiA) |
YAML serialization |
LitMotion (annulusgames) |
Tween animation |
PrimeTween |
Alternative tween backend |
MessagePack-CSharp |
Binary serialization |
Unity Debug Sheet (harumak) |
In-game debug panel |
| Tool | Purpose |
|---|---|
HybridCLR |
C# hot update |
YooAsset / Addressables |
Asset hot update & management |
Obfuz / Obfuz4HybridCLR |
Code obfuscation |
Mirror / Mirage |
Network transports |
Navigathena |
Scene management |
Unity MCP |
AI-assisted development |
- Rhythm Pulse — Rhythm game mechanics collection
- Unity GAS Sample — GAS demonstration project
License: MIT · Support: GitHub Issues