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Why Layered Architecture Matters

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GameCatalyst separates core responsibilities into layers so that everything important is not living inside a single brittle place.

Practical value:

  • Stronger resilience during recompiles — critical services run outside Unity, so recompiles do not kill your session
  • Clearer responsibility boundaries — each layer handles a specific job
  • Cleaner growth path — new engines and handlers can be added without restructuring the core
  • Better separation — orchestration logic stays separate from engine-specific code
  • Professional-grade behavior — the system handles real development conditions gracefully

Core vs Client:

A helpful way to think about the product:

  • GameCatalyst Core handles orchestration, discovery, transports, and routing
  • GameCatalyst Client handles the engine-facing user experience, editor tools, and configuration workflows

That separation is part of why the product feels bigger than a simple plugin. It is a complete orchestration system designed for real development conditions, not a fragile script collection that breaks when Unity recompiles.

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Why Layered Architecture Matters

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