Adapters
Unity adapters are UnityGnosisAdapter (or subclasses) MonoBehaviours in the scene (or spawned from the host). The Unity host binds each row in UnityGnosisEngine to the matching IGnosisService so Unity can react to engine state and events without putting UnityEngine types inside core services.
First-party adapters (this package)
| Adapter | Service id | Guide |
|---|---|---|
UnityGnosisAdapter (abstract base) | — | Base adapter |
UnityUserInterfaceAdapter | UserInterface (alias UI) | User interface |
UnityGameUIAdapter (project-level) | Project-defined game UI service bridge | UnityGameUIAdapter |
UnityPlatformUIAdapter (project-level) | Platform UI bridge | UnityPlatformUIAdapter |
UnityInputAdapter | Input | Input |
UnitySettingAdapter | Setting | Setting |
UnityThemeAdapter | Theme | Theme |
UnityAnimationAdapter | Animation | Animation |
UnityAudioAdapter | Audio | Audio |
UnityHapticAdapter | Haptic | Haptic |
Permanent service behaviour (JSON, InvokeFunction, events) is documented under Services; adapter pages here describe Unity-side wiring, inspector fields, and external dependencies (Rewired, mixers, Nice Vibrations, etc.).
Transition coordinator catalog
The default transition coordinator prefab ships with a curated set of transition ids (including advanced shader presets).
See View Transition Coordinator for the full id list and one-line descriptions.
Your game’s adapter
Gameplay-specific Unity code often lives in a Game service plus a UnityGameAdapter (or similar) in your game assembly, not in this package. That adapter typically publishes GnosisEvent instances when simulation milestones occur and reads Ephemeral / Persistent paths agreed with designers. Keep heavy simulation in C# you control; use the engine for cross-cutting systems already modeled as services.