Clap Clap Event
Technologies
Main skills
Clap Clap Event
Catchphrase
Persistent custom event system for Unity enabling scene-independent communication without cross-scene object references.
About / Context
Long-term side project improved across multiple game development initiatives. Published on Unity Asset Store. Implements the listener/observer pattern to enable independent scene playback and flexible event-driven gameplay workflows.
Features / Work Completed / Responsibilities
- Created persistent custom event system with editor integration
- Implemented event creation, modification, and registration by name
- Built editor interface to track event usage across scenes
- Added comprehensive debugging tools: register/call tracking, reflection-based global event view
- Designed sample scenes for workflow testing and documentation
- Published as commercial Unity Asset Store package
Highlights
Philosophy of independent, self-contained scenes resonated with developers. The editor debugging window provides unique visibility into event flows—most event systems lack this introspection. Long-term iteration allowed refinement based on real game project feedback.
What I Learned / Personal Conclusion
Asset publishing taught me about user documentation, API design, and building for unknown consumers. Limitations around memory and reflection with large event counts informed understanding of performance bottlenecks in Unity’s reflection system. Procedural modifications proved fragile—important lesson about design tradeoffs.
Credits
Solo project by Marc Cerutti.