β¨ 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.
π Sections
- π Articles β Deep dives into system architecture, design decisions, and usage guides.
- π API Reference β Full class and namespace documentation with XML summaries and structure.
- π§ͺ Experimental Systems β WIP notes and prototypes (coming soon).
π§ Design Philosophy
CosterGraphics is built on a few key principles:
- Reusability β Systems are designed to work across multiple games and genres
- Composition over inheritance β Clear, decoupled components with strong contracts
- Tooling matters β Editor tools and UI systems are as important as runtime logic
- Self-documenting β Every class and method includes XML documentation
- Built for Unity β Using Assembly Definitions, Unityβs UI Toolkit, URP, and XR systems
π This documentation is auto-generated using DocFX, combining Markdown-based articles and code-level API summaries.
Enjoy digging in β and if youβre the one maintaining it, may your future self thank you. π