Bricks Bucket: A ring to rule them all
About the Project
BricksBucket was a modular framework for Unity aimed at streamlining game development with a collection of reusable components, custom editor tools, and modular systems. The concept was simple: create a “bucket of bricks” that developers could use to build diverse games with ease and flexibility. Over the years, BricksBucket evolved from a personal collection of scripts into a full-fledged Unity package, but in 2022, I officially deprecated the project. While it’s now archived on GitHub, BricksBucket remains available as a reference for developers, and certain elements of it have inspired other, smaller projects that are still in active use.
Project History and Development
When I began working on BricksBucket, Unity was in its earlier days, and creating reusable packages wasn’t as accessible as it is now. The project started as a framework of scripts that I repurposed across different games. This was largely before Unity’s package system debuted around Unity 2018, so packaging scripts was a gradual learning process for me as I grew familiar with Unity’s evolving modular capabilities.
Over time, BricksBucket expanded with specialized sub-packages, but I encountered dependency issues. For example, I initially integrated Odin Inspector—a powerful tool for custom Unity inspectors—but I found that it wasn’t ideal for wider distribution. Odin dependency limited accessibility for some users, so I restructured BricksBucket to minimize dependencies.
Sub-Packages and Experiments
As BricksBucket matured, it developed into a larger ecosystem of components, each serving specific functions. Some examples include:
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Localization Package: This system offered localization tools for Unity projects, which I started developing before Unity released its official localization package. I noticed the progress of the upcoming solution and I decided to discontinue this component to avoid redundancy.
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Zeplin.io Integration: I created a bridge between Zeplin.io, a design tool with API access, and Unity. This allowed developers to import design assets directly from Zeplin into Unity UI, making it easier to align design and implementation.
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Postman API Integration: I also experimented with a package that automated code generation for API services hosted on Postman, simplifying integration for projects with complex backend systems. This was particularly useful for projects at companies where I couldn’t publish code openly but could provide working models.
Ultimately, BricksBucket became a collection of many independent modules, which proved difficult to maintain under one large framework. Each component had unique use cases, and over time, it made more sense to treat them as individual packages rather than a single “bucket.”
Decision to Archive and Legacy
In 2022, I decided to deprecate BricksBucket and archive it on GitHub. The project was simply too broad to maintain effectively as a single framework. However, elements of BricksBucket live on in other projects. For instance, I released PropertyRefs, a smaller tool that includes features like code generation for AOT (ahead-of-time) compilation and cross-platform Reflection. This is just one example of how BricksBucket continues to contribute to my ongoing work, and I hope that other developers find similar inspiration in the archived code.
BricksBucket was a valuable learning journey, and though it no longer exists as an active project, I’m glad to keep it as a public resource for others. Who knows? Maybe some of its components will inspire future packages in the Unity community.
Files
Get Bricks Bucket
Bricks Bucket
Collection of scripts and methods designed to simplify game development.
Status | Canceled |
Category | Assets |
Author | Javier García |
Languages | English |
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