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Crafting — UnityIntegration

Folder Overview

This folder contains the Unity runtime layer of the Crafting system.

It connects Crafting Core to Unity concepts such as MonoBehaviours, GameObjects, Inspector configuration, and scene-based execution.


What Lives Here

  • runtime host (CraftingService)
  • scheduling, persistence, and binding components
  • Unity-facing integration with lifecycle and scene systems

Purpose

This layer provides:

  • a runtime host for Crafting (CraftingService)
  • integration with Unity lifecycle (Awake, Update, etc.)
  • a bridge between Core abstractions and Unity systems
  • access to events and runtime state for gameplay and UI

Usage Guidance

Entry Point

Use CraftingService as the primary interface for all crafting operations.

Avoid interacting directly with internal runtime components.


Internal Structure

The runtime is organised into focused components:

  • Service — orchestration and job lifecycle
  • Scheduling — concurrency and job start rules
  • Persistence — save/restore and offline progress
  • Binding — dependency resolution and fallbacks
  • Caching — optimisation for component lookups

These components support the service but are not intended as extension points.


Important Notes

  • this layer depends on Crafting Core
  • runtime behaviour (time, jobs, delivery, events) is defined here
  • consumers should interact with CraftingService only

Not for Production Use

This folder does not include:

  • inventory or currency implementations
  • UI logic
  • networking systems
  • game-specific rules

These belong in adapters or higher-level systems.


  • Crafting Core (pure runtime logic)
  • Crafting Adapters (integration with other systems)

Design Notes

  • separates pure logic from Unity execution
  • keeps runtime responsibilities modular
  • exposes a single entry point for consumers

This layer turns Core crafting logic into usable behaviour inside a Unity scene.