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Powered by Threadlink. Weaving worlds together.

Threadlink Framework

Threadlink is an opinionated, modular runtime framework for Unity. It replaces the infrastructure every project rebuilds (manager singletons, event wiring, asset-reference bookkeeping, persistence abstraction) with one backbone, while scenes, prefabs and components stay ordinary Unity content.

  • A self-deploying core. No scene-placed initialiser: the core deploys from runtime-initialisation hooks and installs its update loop directly into Unity's PlayerLoop.
  • Native subsystems. Iris (events), Chronos (time), Nexus (scene residency and presentation), Dextra (input and UI), Aura (audio) and Sentinel (accounts, transactional saves, achievements and social affordances across platforms and storefronts).
  • Type-safe identifiers. Scenes, assets, prefabs, events, input modes, spawn points, RNG domains and data fields are C# enumerations generated from plain-text declarations, with content-addressed values that survive removals.
  • The Vault. A polymorphic, designer-authored data container.
  • Editor tools. A Vault Browser for every Vault in the project, and a Runtime Monitor that graphs the live runtime, with each subsystem and service reporting its own state, plus frame and memory budgets.
  • Deterministic and memory toolkits. Q32.32 fixed point, deterministic vectors and rotations, a stateless RNG, native memory with stable hashing, and inline collections for simulation state.

Requirements

Unity 6000.6 (Threadlink 6.6 is validated against 6000.6.5f1) with Addressables, Input System, uGUI and Collections. Timeline, Localization, Odin Inspector and Steamworks.NET are optional. See Requirements.

Installation

Copy the Threadforge folder into your project as Assets/Threadforge/, keeping its .meta files, then follow Installation and Project Setup.

Documentation

Read it online: threadforge.gitbook.io/threadlink-documentation

The reference manual is a GitBook space in Gitbook/manual, synced to that site and readable directly on GitHub:

Start here
Introduction What the manual covers and how it is organised.
Designer Reference Identifiers, Vaults, audio zones, input prompts, content registration. No C#.
Engineer Reference Architecture, subsystem APIs, Sentinel, code generation, monitoring, editor tools, deterministic tooling.
Reference Native Iris events, service access, identifier domains, menus, terminology.

An offline, single-file edition ships inside the framework as Threadforge/MarkdownDocumentation.md.

Maintaining the documentation

  • The pages in Gitbook/manual are the source of truth. Edit them in the repository, or in GitBook, whose Git Sync commits changes back.
  • A new page must be listed in Gitbook/manual/SUMMARY.md, which defines the navigation.
  • After changing the manual, regenerate the single-file edition with python Gitbook/tools/build_single_file.py. --check reports whether it is out of date.
  • GitBook Git Sync is connected to main at site level, with Project directory Gitbook. Gitbook/gitbook-docs.yaml maps the threadlink-manual space to Gitbook/manual; never change that key, or GitBook creates a new space. Every push to main updates the site, and its result appears as the GitBook commit checks. The root .gitbook.yaml serves space-level Git Sync, should the site ever be set up without a project directory.

License

MIT. Developed and maintained by Threadforge. Lead Developer: George Rontoulis.

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A Game Framework for the Unity Engine written in C#.

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