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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.