About this project

StellarFramework is a Unity foundation framework aimed at indie developer projects, covering architectural layering, UI, resource loading, configuration, events, settings, hot update, and accompanying editor tools. The project contains framework source code, Kit exporters, Tools Hub, samples, and verification content; business projects integrate capabilities on demand through exported packages. The runtime environment is Unity 2022.3 LTS and Unity 6000.x, with the primary development baseline being Unity 2022.3.62f3c1. Opening the project for the first time resolves UPM dependencies such as UniTask, Addressables, and HybridCLR. Architecturally, Architecture serves as the base layer, organized so that Model handles state and data, Service handles business logic and system capabilities, and View handles presentation-layer interaction. Kits such as UIKit, ResKit, and SettingsKit can be integrated into the runtime as needed; Addressables and YooAsset are optional resource backends for ResKit, and HybridCLRKit is an independent code hot-update extension. The overall structure is divided into three layers: Architecture, Runtime Kits, and Editor Modules / Tools Hub. Distribution is done through StellarFramework -> Export. The exporter automatically merges the dependencies of the selected Kits and generates dependency documentation. Independently selectable capabilities include UIKit.Core, each ResKit backend, GridKit, SpatialKit, SimulationKit, PathKit, FlowKit, LocalizationKit.Core, WorldKit.Core, WorldGenKit's Core/Builtins/Authoring/Resources/Feature, PlacementKit.Core, Streaming, and independent Unity presentation adapters. The export window is divided by delivery scenario into basic functionality, complete functionality, and extended functionality; Localization Complete includes UGUI and TMP scan binding and JSON/CSV external translation exchange, UIKit Complete combines ResKit and UIKit.Adaptation, and Hot Update Full is a combined extension. These are verified combination presets and do not create new runtime modules. The complete framework can also be installed with one click via StellarFramework.unitypackage, and the Bootstrap installation window pops up automatically. Runtime Kits cover ActionKit, AudioKit, BindableKit, ConfigKit, EventKit, FSMKit, HttpKit, UIKit, ResKit, HybridCLRKit, SettingsKit, LogKit, PoolKit, SingletonKit, TimeKit, SaveKit, GridKit, SpatialKit, SimulationKit, PathKit, FlowKit, LocalizationKit, WorldKit, WorldGenKit, PlacementKit, and their explicit adapters. World-related responsibilities remain separated: WorldKit handles world/Chunk/data organization, WorldGenKit generates strongly typed deterministic data, PlacementKit evaluates general placement rules, and Unity adapters project data into textures, meshes, Tilemaps, Terrain, or floating-origin scene coordinates. The editor side provides Tools Hub (quick start, asset building, HybridCLR artifact export, diagnostic tools), Addressables configuration and building, ResKit asset building and auditing, UIKit binding generation and adaptation checking, Localization scan binding and translation matrix, FlowKit Graph validation window, and editor-only World Framework production Authoring and diagnostics. For samples and verification, Assets/StellarFramework/Samples contains runnable samples for users, Assets/StellarFramework/Tests contains automated Behavior, Performance, and Framework Policy verification, and Assets/StellarFrameworkVerification is a maintainer-only Integration, Player, and Release verification area that is not distributed to users. GameHotUpdate is handled according to runtime delivery samples and verification fixtures. The quick start flow is: open StellarFramework -> Tools Hub, go to Start Here -> Quick Start, execute the sample build, then run scenes such as UIKit_Playable.unity or ResKit_Playable.unity. Official documentation is located at Assets/StellarFramework/FrameworkDoc, containing explanations and source documentation for each Kit, Kit architectural layering and dependency rules, Kit distribution matrix, and production acceptance baselines.