Taming Unity's Chaos with Performance-First Architecture
The Remedy Toolkit is a Unity framework designed to replace Unityโs slow and complex solutions with a performance-first, node-based scripting system. Acting as a true visual scripting alternative, it eliminates performance bottlenecks, removes tight coupling, and simplifies workflows into a single, scalable Unity architecture toolkit.
Built from the ground up with SOLID principles, the Remedy Toolkit provides developers with the reliability, performance, and ease-of-use that Unity projects of all sizes need.
- Unity Visual Scripting: 15x slower performance overhead
- Existing Frameworks: Tight coupling makes customization a nightmare
- Workflow Chaos: Many tools and frameworks as well as ScriptableObject architectures require jumping between inspectors and managing hundreds of references
- Scale Issues: While using traditional ScriptableEvent workflows the mental complexity between event connections grows exponentially for sending and recieving (20ยฒ = 400 mental variables to track)
โ 15x Performance Improvement over Unity's Visual Scripting due to proper caching, and zero reflection or boxing
โ Zero Coupling - Plug and play any component without breaking existing systems, all gameplay features can be remixed or completely removed without affecting any other system
โ One-Window Workflow - Build entire gameplay systems without context switching
โ SOLID Architecture - Enforced design principles that scale beautifully
Here are some projects and demos built using The Remedy Toolkit:
| Game / Demo | Clip |
|---|---|
| Tails Adventure Armada Fangame | ![]() |
All clips are captured in real-time to showcase performance, node-based workflows, and gameplay features powered by Remedy Toolkit.
- Visual node-based development Unreal Blueprint-inspired interface
- IODock system for drag-and-drop component wiring backed by automated ScriptableEvent creation and management
- Prefab-driven architecture with global system scope for systems like Input and Audio
- Auto-generated ScriptableObjects - Zero manual asset management, meaning you simply add a component and it's Input and Output and Data are all neatly generated behind the scenes
- Union-based value passing - CPU cache optimized data structures with 0 GC Alloc for almost all Unity relevant Types
- Zero reflection at runtime - Pure ScriptableObject architecture
- Automatic object pooling for Schematic-based objects
- Sub-0.1ms frame time for complex physics based character controllers
- Multiplatform runs blazing fast on all platforms
- Character Controllers: Hover, wall-slide, ledge-grab systems
- Weapon System: Projectile and melee weapons for any object type
- Advanced Camera: Flexible Cameras including a AAA-quality third-person camera (Mario Odyssey-style) and over the shoulder shooter camera
- Custom UI System: Mesh-based UI with better performance than built in Unity UI frameworks
- Audio Management: Full control over the audio of the game from music to sound, sound cues are pooled elegantly
- Inventory Management: Manage inventories, item collection, and more, use in conjunction with previous features for weapon pickup or displaying in the UI
- Damageables: Health and Damage management for characters and objects
- Complete decoupling - Remove any feature without errors
- SOLID compliance enforced by design
- Event-driven communication via automated ScriptableEvents
- Modular by default - Pay only for what you use
| System | Frame Time | Performance Factor |
|---|---|---|
| Unity Visual Scripting | ~1.5ms | 1x (baseline) |
| Remedy Toolkit | ~0.1ms | 15x faster |
Tested with full-featured rigidbody character controller including sphere-cast ground and wall detection
- Create a Prefab The system will ask if you want to create a Schematic, click Yes
- Open Schematics Window Opens automatically on first creation, then you can click the $ button where the prefab is displayed in the Object Hierarchy
- Setup your Prefab Set up prefab components faster than the Unity Inspector using the Schematic IODock
- Connect nodes Drag-and-drop Events from the IODock to the Schematic Graph and wire them up to make your game object come to life
- Hit Play - Watch it come to life
public class PlayerMovement : MonoBehaviour
{
// Your component just needs to use Scriptable Events and it the Schematic Editor will pick find it and set it up for you...
public ScriptableEvent<Vector3>.Input OnMoveInput;
public ScriptableEvent<bool>.Output OnGrounded;
// The Schematic Editor will also generate data for properties if you use the SchematicProperties Attribute...
[SchematicProperties]
public MyDataSO Properties;
// Enable User Created Event Setups using IdentityLists... IdentityLists can use Identifier Fields to tell the items apart, which are fields that are customizable by the user using the given Identifier Type
[IdentityListRenderer(identifierType: EventListIdentifierType.Name, identifierField: "Name", depth: 0, foldoutTitle: "Custom Events", itemName: "Event")]
public List<CustomizableEvent> CustomEvents = new(); // You can also use arrays: CustomizableEvent[]
private bool _isOnGround = false;
private void OnEnable()
{
OnMoveInput.Subscribe(this, //function or lambda);
}
private void OnDisable()
{
OnMoveInput.Unsubscribe(this);
}
//...
private void Update()
{
// Ground Check
OnGrounded?.Invoke(_isOnGround);
}
[Serializable]
public class CustomizableEvent
{
public string Name;
// All fields/properties of items in the list are also managed by the IODock
[IdentityListRenderer(identifierType: EventListIdentifierType.Dropdown, identifierField: "Type", depth: 1, foldoutTitle: "Nested Events", itemName: "Event")]
public NestedEvent[] NestedEvents = new NestedEvents[0];
public ScriptableEvent.Output CustomOutput;
[SchematicProperties]
public CustomProperties Properties;
[Serializable]
public class NestedEvent
{
//...
}
}
}Looking for a Unity architecture specialist who can:
- Rescue legacy projects from performance hell
- Build scalable systems that grow with your team
- Implement SOLID principles in Unity environments
- Create custom tooling that matches (or at least does not conflict with) your workflow
- Code reviews and architecture audits
- Team training on advanced Unity patterns
- Performance optimization consulting
- Custom framework development
Contact: [TheChayed@Gmail.com]
- Rapid prototyping without technical debt
- Professional architecture from day one
- No performance compromises as you scale
- Designer-friendly visual interface
- Programmer-approved performance and architecture
- Reduced onboarding time with intuitive workflows
- Maintainable codebases that survive team changes
- Modular architecture supporting multiple projects
- Performance guarantees for shipped products
- Schematic Singletons - Global Schematic
- Timeline Control - Interact with the Timeline with Nodes and call ScriptableEvents or vice versa
- Enemy AI - Communicate with the new Behavior tree package that Unity recently released for Enemy Behavior
- Level Streaming - Editor tooling to allow designers to create level chunks in scene and stream them into play
- Multiplayer Integration - NetworkEvents for ScriptableEvents so they can optionally be synced via multiplayer, and also incorporate multiplayer in feature components
- Analytics Integration - Analytics functionality to track player behavior using the Schematic Graph
- Asset Store Release - Public availability
- Documentation Portal - Comprehensive guides and tutorials
This toolkit represents years of solving Unity's core architectural problems. If you're interested in contributing to the future of Unity development, please:
- Fork the repository
- Create a feature branch (
git checkout -b feature/amazing-feature) - Commit your changes (
git commit -m 'Add amazing feature') - Push to the branch (
git push origin feature/amazing-feature) - Open a Pull Request
All contributors whose Pull Requests are accepted will receive a free commercial license key for the Toolkit upon release, as thanks for helping shape its future.
This project is proprietary software. All rights are reserved by Cairo Creative Studios, as designated by the creator of the Toolkit, Chad Wolfe.
- The source code is provided for evaluation and contribution purposes only.
- You may not copy, modify, or redistribute this project outside of submitting contributions through Pull Requests.
- Commercial use requires a license. Inquiries can be made at [TheChayed@Gmail.com].
- Contributors with accepted Pull Requests will be granted a free commercial license key.
- A commercial license key grants the right to use the Remedy Toolkit in commercial projects, but does not grant redistribution or resale rights.
If The Remedy Toolkit has saved you development time and improved your Unity workflow, please:
- Star this repository โญ
- Share with your Unity community ๐
- Follow for updates ๐๏ธ
- Consider hiring me for your next Unity project ๐ผ
"Don't just build games. Build them right." - The Remedy Toolkit



