🔗 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
CraftingServiceonly
🚫 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.
🔗 Related Documentation¶
- 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.