✨ CosterGraphics Documentation

Welcome to the official documentation hub for CosterGraphics, a modular codebase powering multiple Unity games and interactive systems β€” including the sci-fi strategy title TDX.

This site serves as both a technical reference and a high-level overview of the tools, systems, and philosophies behind the code. Whether you're maintaining existing features or exploring how systems are composed, you're in the right place.


πŸ—‚ Sections

  • πŸ“˜ Articles – Deep dives into system architecture, design decisions, and usage guides.
  • πŸ“‘ API Reference – Full class and namespace documentation with XML summaries and structure.
  • πŸ§ͺ Experimental Systems – WIP notes and prototypes (coming soon).

🧠 Design Philosophy

CosterGraphics is built on a few key principles:

  • Reusability – Systems are designed to work across multiple games and genres
  • Composition over inheritance – Clear, decoupled components with strong contracts
  • Tooling matters – Editor tools and UI systems are as important as runtime logic
  • Self-documenting – Every class and method includes XML documentation
  • Built for Unity – Using Assembly Definitions, Unity’s UI Toolkit, URP, and XR systems

πŸ›  This documentation is auto-generated using DocFX, combining Markdown-based articles and code-level API summaries.

Enjoy digging in β€” and if you’re the one maintaining it, may your future self thank you. πŸ˜„