๐ŸŒŒ OSK Framework

May 19, 2026 ยท View on GitHub

OSK Framework is a lightweight, modular, and high-performance Unity architectural framework designed for professional game development. It features zero runtime GC allocations in core loops, an isolated Multi-Canvas UI system, and a modern MVVM-like Universal Data Binding engine.


๐ŸŒŸ Key Features & Sub-Managers

Click on any module to view its detailed documentation, API reference, code examples, and performance guidelines:

  1. โฑ๏ธ Centralized Tick System (MonoManager) โ€” centralizes Update, FixedUpdate, and LateUpdate loops to eliminate native C++/C# boundaries.
  2. ๐Ÿ“ฆ Object Pooling (PoolManager) โ€” high-performance O(1)O(1) object and component recycling system with IPoolable callbacks.
  3. โœ‰๏ธ Event Bus System (EventBusManager) โ€” decoupled, type-safe global publish-subscribe event hub.
  4. ๐Ÿ”Š Sound Manager (SoundManager) โ€” handles BGM, SFX, UI audio, cross-fade transitions, and automatic volume persistence.
  5. ๐ŸŽจ UI Manager & UniversalBinder (UIManager) โ€” multi-canvas layout isolation (Screen, Popup, Notif, Overlay, Lock) coupled with a zero-reflection MVVM Data Binding engine.
  6. ๐Ÿ’พ Local Storage (DataManager) โ€” encrypted game save storage and optimized PlayerPrefs alternatives.
  7. ๐Ÿ”€ Game FSM (ProcedureManager) โ€” structured game loop flow states using finite state machine nodes.
  8. ๐ŸŒ Localization System (LocalizationManager) โ€” multi-language translation and dynamic language swapping.
  9. ๐Ÿ““ Shared Blackboard (BlackboardManager) โ€” key-value database for AI decision-making (Behavior Trees) and shared parameters.
  10. ๐Ÿ› ๏ธ Utility Managers (Command, Observer, Director, Resources...) โ€” auxiliary managers for scene transitions, Undo/Redo commands, resource caching, and input handling.

๐Ÿš€ Quick Start

1. Prerequisites & Dependencies

Ensure the following packages/assets are installed:

2. Setup Framework

  1. In the Unity Editor top menu, go to: Window โž” OSK-Framework โž” CreateFramework.
  2. Select the Main singleton in the hierarchy.
  3. In the Inspector, navigate to Main Modules, select the managers you require, and click "Sync Modules (Hierarchy)" to automatically generate the module tree in your scene.

โšก Core Performance Guidelines

  • Zero GC Spawning: Avoid instantiating entities or particle effects. Recycle them using the PoolManager.
  • Avoid Update Loops: Centralize updates in game loops using the Centralized Tick System to save CPU instructions.
  • Layout Rebuild Isolation: Keep dynamic UI elements inside independent canvases to limit canvas redrawing, as detailed in the UIManager Guide.

๐Ÿ“ž Support & Community