# F8Framework
**Repository Path**: jalang/F8Framework
## Basic Information
- **Project Name**: F8Framework
- **Description**: No description available
- **Primary Language**: Unknown
- **License**: MIT
- **Default Branch**: main
- **Homepage**: None
- **GVP Project**: No
## Statistics
- **Stars**: 0
- **Forks**: 0
- **Created**: 2026-05-31
- **Last Updated**: 2026-06-08
## Categories & Tags
**Categories**: Uncategorized
**Tags**: None
## README
# F8 Framework
[](https://github.com/TippingGame/F8Framework/stargazers)
[](https://github.com/TippingGame/F8Framework/fork)
[](https://opensource.org/licenses/MIT)
[](https://unity.com)
[]()
中文▲ | [English▼](#Introduction)
> F8 框架初衷:希望自己点击 F8,就能开始制作游戏,不想多余的事。
>
> F8 Framework original intention: Just click F8 and start making the game, don't want to be redundant.
## 简介
F8 Framework是一个**优雅,轻量,符合直觉的**基于Unity引擎的游戏框架,组件围绕F8一键启动,**不用繁琐的启动配置**,**最低的心智负担**,框架整体遵循以**极少的使用成本**开发游戏。
## 支持版本
Unity 2021、2022、2023、6000
构建可支持:Win / Android / iOS / Mac / Linux / WebGL / 微信小游戏 / 抖音小游戏([构建文档](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README.md#%E5%A6%82%E9%9C%80%E8%A6%81%E6%8E%A5%E5%85%A5%E9%9A%90%E7%A7%81%E6%94%BF%E7%AD%96%E6%88%96%E6%8E%A5%E5%85%A5%E5%AE%89%E5%8D%93%E7%AB%AFsdk%E4%B8%8E%E5%AE%89%E5%8D%93%E7%AB%AF%E4%BA%A4%E4%BA%92%E5%8F%AF%E6%8C%89%E7%85%A7%E4%B8%8B%E6%96%B9%E6%95%99%E7%A8%8B%E6%89%8B%E5%8A%A8%E6%93%8D%E4%BD%9C),[Jenkins集成](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README.md#%E4%BD%BF%E7%94%A8jenkins%E8%BF%9B%E8%A1%8C%E8%BF%9C%E7%A8%8B%E6%89%93%E5%8C%85))
## 文档快速预览 - 1分钟
### ----------可选功能----------
* [1. 热更新版本管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HotUpdateManager/README.md) - 选择打包平台,输出路径,版本号,远程资产加载地址,启用热更新,全量打包,分包,空包。
* [2. 代码热更新(接入HybridCLR)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HybridCLR/README.md) - [HybridCLR](https://github.com/focus-creative-games/hybridclr) 是一个特性完整、零成本、高性能、低内存的近乎完美的Unity全平台原生c#热更方案。
* [3. 代码混淆和加固(接入Obfuz)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Obfuz/README.md) - [Obfuz](https://github.com/focus-creative-games/obfuz) 是一款开源、强大、易用及稳定可靠的充分满足商业化游戏项目需求的Unity代码混淆和加固解决方案。
* [4. AI全自动(接入unity-mcp)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AISkills/README.md) - [unity-mcp](https://github.com/CoplayDev/unity-mcp) 作为一个桥梁,允许 AI 助手(如 Claude、Cursor)通过本地 MCP(模型上下文协议)客户端直接与你的 Unity 编辑器进行交互。它为你的大语言模型提供在 Unity 中管理资源、控制场景、编辑脚本以及自动化任务的工具。
### ----------核心功能----------
* [1. 配置表(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ExcelTool/README.md) - 使用Excel作为配置表,兼顾**高性能、高适应性**。字段类型分为:**基础类型、容器类型**,可**自由组合**类型。点击F8生成的 Excel 二进制文件和C#类,点击F7实时读取 Excel 并替换数据,无需频繁导表,可多端运行时读写Excel。
* [2. 资源加载(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AssetManager/README.md) - **编辑器下**:点击F8自动生成资产索引/AB名称,自动区分不同平台,清理多余AB和文件夹,Editor模式下减少开发周期,加密AssetBundle。**运行时**:同步/异步加载单个资产,展开文件夹或同一AB下所有资产,自动判断是 Resources / AssetBundle 资产,加载Remote远程资产,获取加载进度,同步打断异步加载。你可以这样加载AssetBundle:**单个资产单个AB、指定文件夹名称(文件夹第一层的AB)、设置多个资产为同一AB名(指定任意资产名)**
* [3. 模块中心(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Module/README.md) - 模块中心可以获取所有模块的实例,延迟加载策略,自由控制生命周期。
* [4. 日志管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Log/README.md) - 打印日志,写入文件,上报错误。
* [5. 声音管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Audio/README.md) - 声音的播放/暂停/停止/进度控制,音量控制/保存,全局暂停/恢复。Audio分为三大类:**背景音乐、人声、特效声**。
* [6. 事件管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Event/README.md) - 发送消息事件,事件监听,防止**消息死循环**,自动释放事件。
* [7. 时间管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Timer/README.md) - 提供Timer、FrameTimer两种计时器,暂停/恢复,自动释放Timer。
* [8. 补间动画(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Tween/README.md) - 播放/终止动画,**自由组合**动画,有旋转/位移/缩放/渐变/填充/震动/字符串动画,可根据UI的**相对布局**位移动画。
* [9. 引用池管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ReferencePool/README.md) - 引用池管理,C# 对象,入池/取出/回收/清空。
* [10. 游戏对象池(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/GameObjectPool/README.md) - 游戏对象池管理,GameObject 预加载池化,生成/销毁/延迟销毁,生命周期事件监听。
* [11. 本地化管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Localization/README.md) - 本地化 Text / TextMeshPro / Font / Image / RawImage / SpriteRenderer / Renderer / Audio / Timeline 等组件,使用 **Excel** 作为多语言翻译表。
* [12. 有限状态机(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/FSM/README.md) - 自定义有限状态机 FSMState / FSMSwitch,创建/切换状态/轮询/销毁。
* [13. 下载管理器(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Download/README.md) - 支持localhost与http地址文件的下载,可**本地写入、监听下载进度、断点续传**,支持动态添加、移除、暂停、恢复下载。
* [14. UI界面管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/UI/README.md) - 处理界面加载、打开、关闭、查询、层级控制、自定义动画、自动获取组件索引。UI界面分为三大类:**普通UI、模态弹窗、非模态弹窗**,内置各种常用组件。
* [15. 输入系统管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Input/README.md) - 使用同一套代码,通过自定义输入设备,适配多平台,可热切换输入设备,或同时启用多套输入设备,重绑定,本地多人输入。
* [16. 游戏流程管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Procedure/README.md) - 自定义流程节点 ProcedureNode,控制游戏流程的,添加/运行/轮询/移除。
* [17. 本地数据存储(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Storage/README.md) - 本地数据存储/读取/加密/压缩。
* [18. SDK接入管理(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README.md) - 与**原生平台交互**,接入多个平台或者渠道SDK,登录/退出/切换/支付/视频广告/退出游戏/原生Toast。
* [19. 网络连接与通信(内置)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Network/README.md) - 使用 KCP / TCP / WebSocket 网络通讯协议建立长连接通道,支持Client端和Server端。
### ----------第三方库(注意冲突)----------
* Excel.dll:读/写 Excel(已修改缓存地址为Application.persistentDataPath,新增使用byte[]读取Excel方法)
* I18N.CJK.dll,I18N.dll,I18N.MidEast.dll,I18N.Other.dll,I18N.Rare.dll,I18N.West.dll:只为读/写 Excel
* [ICSharpCode.SharpZipLib](https://github.com/icsharpcode/SharpZipLib):压缩/解压缩
* [Mirror(内置):KCP](https://github.com/MirrorNetworking/kcp2k):Reliable UDP
* [Mirror(内置):Telepathy](https://github.com/MirrorNetworking/Telepathy):TCP
* [Websockets](https://github.com/James-Frowen/SimpleWebTransport):Websockets
* [LitJson](https://github.com/LitJSON/litjson):序列化/反序列化 JSON(已修改字典Key支持所有基础和枚举类型,增加C#类型:HashSet,增加Unity常用类型:Type,Vector2,Vector3,Vector4,Quaternion,GameObject,Transform,Color,Color32,Bounds,Rect,RectOffset,LayerMask,Vector2Int,Vector3Int,RangeInt,BoundsInt,Matrix4x4,修复DateTime精度丢失的问题,修复long报错的问题)
## 使用步骤
### 推荐导入方式(可修改源码或更新)
[安装git](https://git-scm.com/),使用git命令拉取:
```text
git clone https://github.com/TippingGame/F8Framework.git
```
或者直接[下载完整包](https://codeload.github.com/TippingGame/F8Framework/zip/refs/heads/main),放入工程里。
### 也可以
在 Unity 包管理器中,使用 Git URL 添加 F8 核心包。
1. 打开 Unity Editor
2. 点击菜单的 **Window** 项,再点击 **Package Manager** 子项
3. 点击左上角 **+** 号,选择 **Add Package from git URL**
4. 输入 ,请确认导入成功
更新版本号说明,如:1.0.0,第一位代表大版本,第二位代表框架的使用有修改,第三位代表修订版本。(注意:确保更新框架前工程没有报错,更新后点击F8即可)
## 新手指南
* 首次导入插件后,需要点击一次 F8
* [游戏启动器:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)游戏启动器示例(注意:使用框架前必须先启动框架)。[GameLauncher.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)
* [模块自定义改名:](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)模块自定义改名。[FF8.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)
## 视频教程
* 视频教程:[【Unity框架】开源 F8Framework 游戏框架介绍](https://www.bilibili.com/video/BV16i42117nx/?share_source=copy_web&vd_source=2fde88c46cd96d06f86859724813e355)
* 游戏项目Demo:[https://github.com/TippingGame/F8FrameworkDemo](https://github.com/TippingGame/F8FrameworkDemo)
## 社区
* qq开发交流群:[722647431](https://qm.qq.com/q/uTxdVIJykE)
* Discord聊天组:[https://discord.gg/AHRb7Hwy9R](https://discord.gg/dwWQ8EHz)
## 上架游戏
| 脑光([TapTap](https://www.taptap.cn/app/725455) / [WebGL](https://tippinggame-1257018413.cos.ap-guangzhou.myqcloud.com/h5game/naoguang/index.html)) | 重生骑士传([微信小游戏](#小程序://消除异界/dZ7HgPPybAOkD2E) / [4399](http://www.4399.com/flash/250713.htm) / [WebGL](https://tippinggame-1257018413.cos.ap-guangzhou.myqcloud.com/h5game/RebirthKnight/index.html)) | 待定 | 待定 |
|-------------------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------------------------|-------------------------------------------------|------------------------------------------------|
|
|
| 待定 | 待定 |
## 赞助
###### (可备注留言你的主页链接)

###### 感谢赞助
|
**然 ¥100 |
血狱宁宁 ¥66.66 |
*v ¥66 |
*朗 ¥52.88 |
*v ¥37.76 |
*🍎 ¥30 |
C*r ¥20 |
.*. ¥20 |
*🐋 ¥20 |
N*o ¥18.8 |
*萧 ¥10 |
试试有多深 ¥10 |
王者之马 ¥10 |
pucipucipucipuci ¥10 |
AndyYCZ ¥10 |
弥彦呐 ¥10 |
holle啊鑫 ¥10 |
Teacher_Liu ¥10 |
yxs小小 ¥10 |
夜猫子 ¥8.88 |
浮梦 ¥6.6 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
---
[中文▲](#简介) | English▼
## Introduction
**F8 Framework** is an **elegant, lightweight, and intuitive** game framework based on the Unity engine. Its components are centered around the F8 one-click startup, **eliminating the need for cumbersome startup configurations** and **ensuring minimal cognitive load**. The framework's overall design philosophy is to enable game **development with minimal** usage cost.
## Supported Versions
Unity 2021, 2022, 2023, 6000
Build targets: Win / Android / iOS / Mac / Linux / WebGL / WeChat Mini Games / TikTok Games([Build Documentation](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README_EN.md#android-project-usage-guide),[Jenkins Integration](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README_EN.md#remote-building-with-jenkins))
## Quick Overview – 1 Minute
### ----------Optional Features----------
* [1. Hot update version manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HotUpdateManager/README_EN.md) - Select build platform, output path, version number, remote asset URL, enable hot updates, full build, subpackage, or empty build.
* [2. Code Hot Update (Import HybridCLR)](https://github.com/TippingGame/F8Framework/blob/main/Tests/HybridCLR/README_EN.md) - [HybridCLR](https://github.com/focus-creative-games/hybridclr) is a feature-complete, zero-cost, high-performance, low-memory near-perfect Unity cross-platform native C# hot update solution.
* [3. Code obfuscation and protection (Import Obfuz)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Obfuz/README_EN.md) - [Obfuz](https://github.com/focus-creative-games/obfuz) is an open-source, powerful, user-friendly, and reliable Unity code obfuscation and protection solution that fully meets the needs of commercial game projects.
* [4. AI Automation (Import unity-mcp)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AISkills/README_EN.md) - [unity-mcp](https://github.com/CoplayDev/unity-mcp) acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local MCP (Model Context Protocol) Client. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.
### ----------Core Features----------
* [1. Config table (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ExcelTool/README_EN.md) - Uses Excel for configuration tables, balancing **high performance and adaptability**. Field types include **basic types and container types**, with **free combination** support. Press F8 to generate Excel binary files and C# classes, or F7 to hot-reload Excel data without frequent exports. Supports runtime read/write across platforms.
* [2. Asset Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/AssetManager/README_EN.md) - **Editor Mode:** Press F8 to auto-generate asset indices/AB names, auto-detect platforms, and clean redundant ABs/folders, reducing iteration time, Encrypt AssetBundle. **Runtime:** Sync/async loading for single assets, folder contents, or shared AB assets. Supports Resources/AssetBundle detection, remote asset loading, progress tracking, and async interruption. AB strategies: **per-asset AB, folder-based AB, or custom AB grouping**.
* [3. Module Center (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Module/README_EN.md) - Centralized module access with lazy-loading and lifecycle control.
* [4. Log Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Log/README_EN.md) - Logging, file writing, and error reporting.
* [5. Sound Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Audio/README_EN.md) - Play/pause/stop/seek controls, volume settings/saving, global pause/resume. Three audio types: **BGM, Voice, SFX**.
* [6. Event Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Event/README_EN.md) - Event dispatch/listening, **dead-loop prevention**, and auto-cleanup.
* [7. Time Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Timer/README_EN.md) - Offers Timer and FrameTimer with pause/resume and auto-release.
* [8. Tween Animation (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Tween/README_EN.md) - Play/stop tweens, **composite animations**, including rotation/translation/scale/fade/fill/shake/string, and **UI-relative** motion.
* [9. Reference Pool Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/ReferencePool/README_EN.md) - C# object pooling: get/release/clear.
* [10. GameObject Pool (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/GameObjectPool/README_EN.md) - GameObject pooling with preloading, spawn/destroy/delayed-destroy, and lifecycle events.
* [11. Localization Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Localization/README_EN.md) - Localizes Text/TextMeshPro/Font/Image/RawImage/SpriteRenderer/Renderer/Audio/Timeline using **Excel** for translations.
* [12. Finite state machine (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/FSM/README_EN.md) - Custom FSMState/FSMSwitch for state creation/switching/polling/destruction.
* [13. Download Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Download/README_EN.md) - Supports localhost/HTTP downloads with **local write, progress tracking, and resumable transfers**. Dynamic add/remove/pause/resume.
* [14. UI interface manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/UI/README_EN.md) - Handles loading/opening/closing/querying/layering/custom animations/auto-component indexing. UI types: **Standard UI, Modal Popup, Non-Modal Popup**, with built-in common components.
* [15. Input System Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Input/README_EN.md) - Unified multi-platform input via customizable devices, with hot-swapping or multi-device support, Rebinding, Local Multiplayer Input.
* [16. Game Procedure Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Procedure/README_EN.md) - Custom ProcedureNode for flow control: add/run/poll/remove.
* [17. Local data storage (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Storage/README_EN.md) - Local data save/load/encryption/compression.
* [18. SDK Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/SDKManager/README_EN.md) - **Native platform interoperability**: Supports integration with multiple platform/channel SDKs for login/logout/account switching/payments/video ads/game exit/native toast notifications.
* [19. Network Manager (built-in)](https://github.com/TippingGame/F8Framework/blob/main/Tests/Network/README_EN.md) - Long connections via KCP/TCP/WebSocket for Client/Server.
### ----------Third-Party Libraries (Watch for Conflicts)----------
* Excel.dll:Read/write Excel (cache path modified to **Application.persistentDataPath**).
* I18N.CJK.dll,I18N.dll,I18N.MidEast.dll,I18N.Other.dll,I18N.Rare.dll,I18N.West.dll:Only for Read/Write Excel
* [ICSharpCode.SharpZipLib](https://github.com/icsharpcode/SharpZipLib):Compression/Decompression
* [Mirror(built in):KCP](https://github.com/MirrorNetworking/kcp2k):Reliable UDP
* [Mirror(built in):Telepathy](https://github.com/MirrorNetworking/Telepathy):TCP
* [Websockets](https://github.com/James-Frowen/SimpleWebTransport):Websockets
* [LitJson](https://github.com/LitJSON/litjson):JSON serialization/deserialization (The dictionary key has been modified to support all basic and enumeration types; Add C # type: HashSet; added support for commonly used Unity types: Type, Vector2, Vector3, Vector4, Quaternion, GameObject, Transform, Color, Color32, Bounds, Rect, RectOffset, LayerMask, Vector2Int, Vector3Int, RangeInt, BoundsInt, Matrix4x4; fixed the DateTime precision loss issue; Fix the issue of long error)
## Setup
### Recommended (Editable Source/Updates)
[Install Git](https://git-scm.com/), then clone:
```text
git clone https://github.com/TippingGame/F8Framework.git
```
Or [download the package](https://codeload.github.com/TippingGame/F8Framework/zip/refs/heads/main) manually.
### Alternative
Add via Unity Package Manager:
1. Open **Unity Editor** → **Window** → **Package Manager**
2. Click **+** → **Add Package from git URL**
3. Enter:
Versioning: MAJOR.MINOR.PATCH (e.g., 1.0.0). Ensure no errors before updating, then press F8.
## Beginner’s Guide
* Press F8 after first import.
* [GameLauncher: ](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)Game Launcher Example (Note: The framework must be initialized before any usage).[GameLauncher.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/GameLauncher.cs)
* [Module renaming: ](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)Customize module names.[FF8.cs](https://github.com/TippingGame/F8Framework/blob/main/Launcher/FF8.cs)
## Tutorials
* Video: [【Unity Framework】F8Framework Introduction.](https://www.bilibili.com/video/BV16i42117nx/?share_source=copy_web&vd_source=2fde88c46cd96d06f86859724813e355)
* Demo Project: [https://github.com/TippingGame/F8FrameworkDemo.](https://github.com/TippingGame/F8FrameworkDemo)
## Community
* QQ Group: [722647431](https://qm.qq.com/q/uTxdVIJykE)
* Discord: [https://discord.gg/AHRb7Hwy9R](https://discord.gg/dwWQ8EHz)