Documentation for TBE - The Button Engine
1. TBE is an RPG engine
The Button Engine [TBE] provides a data-model and implements a runtime for RPG creation in Unity.
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It is aimed at Desktop. (the Techdemo is also proven to work with web deployment)
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It is NOT a "no coding" solution.
When creating a game engine, one quickly gets to a point where the solution is extremely opinionated.
To counter this, TBE only provides modular, rather low level features that I think are usable in many different scenarios. Also, the TBE Data Model is heavily inspired by the Data Model of Starcraft2 which is production-proven to be suitable for a wide range of game scenarios.
Another philosophy is to use as much functionality from Unity itself as is possible and practical.
2. Disclaimers:
in-game/scenery images in this documentation are taken from my own (work in progress) game. They contain assets that are not part of TBE. Please allow this little bit of marketing. |
If I will ever stop or significantly slow down development of this engine before it is feature rich and polished, then I will not hesitate to open source it. |
3. Features:
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Data Model: An entry point to reading about the TBE Data model is the Data Base Model.
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Core Data: When using TBE, users can - but do not have to - configure the CoreData to their liking.
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Runtime: The TBE Runtime is designed to run what we call a simulation of a scenario.
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Uses Unity Localization.
4. Dependencies:
(For details also see the TBE Assembly Definition)
4.1. Required Paid Assets:
TBE depends on the following PAID Unity Asset(s) which you must own to use TBE: |
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Odin Inspector
4.2. Required Free Assets:
TBE depends on the following FREE Unity Asset(s) which you must own to use TBE: |
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DOTween (HOTween v2)
4.3. Required Free/Open source material:
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UIEffects 🔗 by mob-sakai
4.4. Required Unity Packages:
TBE depends on the following Unity packages that are not installed by default:
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Cinemachine 3
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Localization
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Input System
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TextMeshPro
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AI Navigation
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Behavior
4.5. Integrated:
TBE brings its own version of Quick Outline 🔗 and has called it Hoverable Outline
4.6. Optional Integrations:
Quantum Console:
TBE has optional integration for Quantum Console.
To use it:
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Import Quantum console into your project
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add the Scripting define symbol:
TBE_QFSW
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Then, when in play mode, press ESCAPE to show and hide the console. TBE does not (yet?) provide any Console commands, but you can create your own if you want.