Welcome to Jungle Documentation¶
Jungle is a modular framework ecosystem for Unity that provides shared infrastructure and specialized plugins for common game development patterns. Each plugin is built on the Jungle Core foundation, sharing a consistent architecture for values, processes, conditions, and events.
This documentation covers the following products:
Octoputs -- Drag and Drop Framework¶
A modular framework for drag-and-drop, attach/detach, and object transfer interactions in Unity. Compose complex behaviors from simple building blocks without writing code.
- Octoputs Overview -- Architecture, features, and component reference
- Installation -- Get up and running in minutes
- Your First Drag and Drop -- Step-by-step beginner tutorial
- Usage Guide -- Complete reference-style walkthrough
- API Reference -- All components, modifiers, and types
Jungle Core -- Shared Infrastructure¶
The foundation layer that all Jungle plugins build on. Provides the value system, process architecture, condition evaluation, event monitoring, and serialization utilities.
- Jungle Core Overview -- Package catalog and concept map
- Getting Started -- Installation and package overview
- Understanding the Inspector UI -- Custom Inspector rendering
- The Class Selection System -- Polymorphic type selection
- Value Providers -- Configurable data sources
- Processes & Commands -- Multi-frame and instant operations
Quick Links¶
| I want to... | Go to |
|---|---|
| Install Octoputs | Installation |
| Build my first drag and drop scene | Tutorial: Basic Setup |
| Filter objects by tags | Tutorial: Tag Filtering |
| Customize movement feel | Tutorial: Transform Pipelines |
| Automate grab-hold-drop workflows | Tutorial: AttachingAgent |
| Look up a specific component | API Reference |
| Understand the Inspector UI | Inspector UI Guide |
| Learn how type selection works | Class Selection System |
| Use configurable data sources | Value Providers |
What is Jungle?¶
Jungle is a collection of Unity packages that share a common architecture:
- Values -- A serialization abstraction that lets you reference scene data, assets, or computed values through a uniform interface. Any field backed by
IValue<T>can be wired to a constant, a component property, a ScriptableObject, or a runtime computation. - Processes -- Multi-frame state machines (
IProcess) that drive behaviors like attach sequences, animations, and transform pipelines. Processes compose into trees at edit time -- no runtime instantiation. - Conditions -- Boolean evaluators (
Condition) used for gating actions, filtering objects, and validating transfers. - Events -- Observable triggers (
IEvent) that connect gameplay moments to process execution.
Each Jungle plugin uses these building blocks to expose complex behavior through the Unity Inspector, keeping your project code-free where possible and code-light where not.