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:
- VM Common Preset (
com.vm233.common-preset1.1.0 or newer) - 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.
Because VM Common Preset is distributed as a Git package, consuming projects must pin its Git URL
directly in Packages/manifest.json; the semantic dependency in this package only expresses the
required version to Unity's resolver.
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.
Open Edit > Project Settings > VMFramework to configure the project-relative folders used for
GeneralSetting assets and Game Prefab wrapper assets. The values are stored in
ProjectSettings/VMFrameworkEditorSettings.asset and are available directly to editor tooling;
they do not depend on VMFramework manager creation, global-setting loading, Addressables, or scene
initialization.
Framework maintenance commands are available from the Unity menu:
VMFramework > Global Settings: check, locate, create, move, and address settings.VMFramework > Game Prefabs Tools: collect providers, remove empty wrappers, and move wrappers to the configured folder.
Projects upgrading from the legacy EditorSettingFile should copy any non-default folder paths into
Project Settings, then remove the old EditorSettingFile.asset, its Addressables entry, and the
EditorSetting scene component. Those legacy objects are no longer configuration authorities.
Common Preset runtime types, Odin drawers, registration, and Project Settings ownership now live in
the independent com.vm233.common-preset package. VMFramework retains only its
PriorityDefinesPreset declaration and consumes the package API.
Projects upgrading from VMFramework 2.x should install VM Common Preset and VMFramework 3.x in the
same Package Manager resolve. Configure existing preset asset references directly in
ProjectSettings/VMCommonPresetSettings.asset through Edit > Project Settings > VM Common Preset;
the legacy VMFramework CommonPresetGeneralSetting asset is no longer an authority.
Game Editor displays a virtual Common Presets branch under Core Runtime. Its children mirror the
ordered Project Settings list and open the concrete preset assets; neither the branch nor its items
are serialized into CoreSettingFile.
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.
StateCloneContext is an immutable, allocation-free tag set passed through IStateCloner and
IStateCloneable. Each module owns its clone semantics by registering tags once in static fields:
public static readonly StateCloneTag CustomBehavior = StateCloneTag.Create();Root callers can build a context from stack memory:
Span<StateCloneTag> tags = stackalloc[] { CustomBehavior };
var context = new StateCloneContext(tags);
var clone = source.GetClone(context);Nested producers use context.WithTag(tag); consumers use context.HasTag(tag). VMFramework
defines only StateCloneTags.OwnerStateIncluded, which its Container clone path adds when cloning
items together with their owner state. Projects may define their own tags without changing
VMFramework. Tags are process-local, must not be serialized, and are limited to 64 registrations.
Use StateCloneContext.Empty when a root clone has no tags.
Projects migrating from 1.x must replace StateCloneHint parameters with StateCloneContext,
replace isNested = false roots with StateCloneContext.Empty, and replace nested boolean
mutation with explicit WithTag production and HasTag consumption.
- 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.