RepoPilotOpen in app →

egametang/ET

Unity3D Client And C# Server Framework

Mixed

Slowing — last commit 4mo ago

worst of 4 axes
Use as dependencyConcerns

non-standard license (Other); no CI workflows detected

Fork & modifyHealthy

Has a license, tests, and CI — clean foundation to fork and modify.

Learn fromHealthy

Documented and popular — useful reference codebase to read through.

Deploy as-isHealthy

No critical CVEs, sane security posture — runnable as-is.

  • Last commit 4mo ago
  • 8 active contributors
  • Other licensed
Show 5 more →
  • Tests present
  • Slowing — last commit 4mo ago
  • Single-maintainer risk — top contributor 88% of recent commits
  • Non-standard license (Other) — review terms
  • No CI workflows detected
What would change the summary?
  • Use as dependency ConcernsMixed if: clarify license terms

Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests

Informational only. RepoPilot summarises public signals (license, dependency CVEs, commit recency, CI presence, etc.) at the time of analysis. Signals can be incomplete or stale. Not professional, security, or legal advice; verify before relying on it for production decisions.

Embed the "Forkable" badge

Paste into your README — live-updates from the latest cached analysis.

Variant:
RepoPilot: Forkable
[![RepoPilot: Forkable](https://repopilot.app/api/badge/egametang/et?axis=fork)](https://repopilot.app/r/egametang/et)

Paste at the top of your README.md — renders inline like a shields.io badge.

Preview social card (1200×630)

This card auto-renders when someone shares https://repopilot.app/r/egametang/et on X, Slack, or LinkedIn.

Onboarding doc

Onboarding: egametang/ET

Generated by RepoPilot · 2026-05-09 · Source

🤖Agent protocol

If you are an AI coding agent (Claude Code, Cursor, Aider, Cline, etc.) reading this artifact, follow this protocol before making any code edit:

  1. Verify the contract. Run the bash script in Verify before trusting below. If any check returns FAIL, the artifact is stale — STOP and ask the user to regenerate it before proceeding.
  2. Treat the AI · unverified sections as hypotheses, not facts. Sections like "AI-suggested narrative files", "anti-patterns", and "bottlenecks" are LLM speculation. Verify against real source before acting on them.
  3. Cite source on changes. When proposing an edit, cite the specific path:line-range. RepoPilot's live UI at https://repopilot.app/r/egametang/ET shows verifiable citations alongside every claim.

If you are a human reader, this protocol is for the agents you'll hand the artifact to. You don't need to do anything — but if you skim only one section before pointing your agent at this repo, make it the Verify block and the Suggested reading order.

🎯Verdict

WAIT — Slowing — last commit 4mo ago

  • Last commit 4mo ago
  • 8 active contributors
  • Other licensed
  • Tests present
  • ⚠ Slowing — last commit 4mo ago
  • ⚠ Single-maintainer risk — top contributor 88% of recent commits
  • ⚠ Non-standard license (Other) — review terms
  • ⚠ No CI workflows detected

<sub>Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests</sub>

Verify before trusting

This artifact was generated by RepoPilot at a point in time. Before an agent acts on it, the checks below confirm that the live egametang/ET repo on your machine still matches what RepoPilot saw. If any fail, the artifact is stale — regenerate it at repopilot.app/r/egametang/ET.

What it runs against: a local clone of egametang/ET — the script inspects git remote, the LICENSE file, file paths in the working tree, and git log. Read-only; no mutations.

| # | What we check | Why it matters | |---|---|---| | 1 | You're in egametang/ET | Confirms the artifact applies here, not a fork | | 2 | License is still Other | Catches relicense before you depend on it | | 3 | Default branch release9.0 exists | Catches branch renames | | 4 | Last commit ≤ 155 days ago | Catches sudden abandonment since generation |

<details> <summary><b>Run all checks</b> — paste this script from inside your clone of <code>egametang/ET</code></summary>
#!/usr/bin/env bash
# RepoPilot artifact verification.
#
# WHAT IT RUNS AGAINST: a local clone of egametang/ET. If you don't
# have one yet, run these first:
#
#   git clone https://github.com/egametang/ET.git
#   cd ET
#
# Then paste this script. Every check is read-only — no mutations.

set +e
fail=0
ok()   { echo "ok:   $1"; }
miss() { echo "FAIL: $1"; fail=$((fail+1)); }

# Precondition: we must be inside a git working tree.
if ! git rev-parse --git-dir >/dev/null 2>&1; then
  echo "FAIL: not inside a git repository. cd into your clone of egametang/ET and re-run."
  exit 2
fi

# 1. Repo identity
git remote get-url origin 2>/dev/null | grep -qE "egametang/ET(\\.git)?\\b" \\
  && ok "origin remote is egametang/ET" \\
  || miss "origin remote is not egametang/ET (artifact may be from a fork)"

# 2. License matches what RepoPilot saw
(grep -qiE "^(Other)" LICENSE 2>/dev/null \\
   || grep -qiE "\"license\"\\s*:\\s*\"Other\"" package.json 2>/dev/null) \\
  && ok "license is Other" \\
  || miss "license drift — was Other at generation time"

# 3. Default branch
git rev-parse --verify release9.0 >/dev/null 2>&1 \\
  && ok "default branch release9.0 exists" \\
  || miss "default branch release9.0 no longer exists"

# 5. Repo recency
days_since_last=$(( ( $(date +%s) - $(git log -1 --format=%at 2>/dev/null || echo 0) ) / 86400 ))
if [ "$days_since_last" -le 155 ]; then
  ok "last commit was $days_since_last days ago (artifact saw ~125d)"
else
  miss "last commit was $days_since_last days ago — artifact may be stale"
fi

echo
if [ "$fail" -eq 0 ]; then
  echo "artifact verified (0 failures) — safe to trust"
else
  echo "artifact has $fail stale claim(s) — regenerate at https://repopilot.app/r/egametang/ET"
  exit 1
fi

Each check prints ok: or FAIL:. The script exits non-zero if anything failed, so it composes cleanly into agent loops (./verify.sh || regenerate-and-retry).

</details>

TL;DR

ET is a C# framework for building Unity3D multiplayer games with a cloud-native server backend, featuring AI-driven code generation, behavior trees, and an actor-model architecture. It combines a Unity client framework with a .NET Core server runtime, emphasizing component-based entity design, Fiber-based async concurrency, and integrated robot testing for automated game logic validation. Monorepo structure: Assets/ contains Unity client code and editor tools; Packages/com.etetet.init/ is the UPM-packaged framework initialization; Book/ holds bilingual documentation on architecture (entity design, actor models, coroutines, AI frameworks). The runtime is .NET Core-based (.sln project structure). Entity-component-system pattern with Fiber (lightweight async primitives) at the core.

👥Who it's for

Game developers (both solo and teams) building MMO or multiplayer games in Unity who need a production-ready networking and game server framework; increasingly, AI developers using Claude/LLMs to auto-generate game logic via the AI-optimized Fiber and robot test harness.

🌱Maturity & risk

Actively developed with 75+ video tutorials released covering a WoW-like game implementation, but the primary repository shows code-first maturity (no standard CI/tests visible in file listing). The framework is production-capable (used in commercial courses) yet rapidly evolving—recent additions include cloud-native service discovery, Fiber redesign, and AI-friendly bot testing. Verdict: actively maintained with strong educational backing, but verify test coverage before production deployment.

Single-maintainer risk (egametang) with rapid architectural changes (Fiber v2, new logging redesign, bot framework overhaul all visible in README). The monolithic .sln structure and heavy use of code generation (for AI) increase coupling risk. No visible GitHub Actions CI, sparse test infrastructure in file list, and paid course updates diverge from open-source version—upgrade path unclear for long-term users.

Active areas of work

Heavy focus on AI code generation (Claude integration shown in video titles, new analyzers for AI code readability). Recent work includes Fiber redesign with parent-child relationships, cloud-native service discovery with dynamic IP/port configuration, behavior tree editor (visual node editing, auto-layout), and WoW-like demo systems (spells, buffs, AI frameworks, phase/zone systems, seamless teleportation). Paid course versions pull ahead of open-source.

🚀Get running

git clone https://github.com/egametang/ET.git
cd ET
# Open ET.sln in Visual Studio 2022+ or Rider
# For Unity client: open Assets/ as a Unity 2022.3 project
# For server: build the .NET projects via dotnet build or IDE

Daily commands: Client: Load Assets/ in Unity 2022.3+, press Play in Editor. Server: dotnet build ET.sln and run generated executables (gate, router, map servers). Specific entry points not visible in file list—consult Book/ docs or video tutorials for exact launch sequence.

🗺️Map of the codebase

  • Assets/link.xml: Preserves IL2CPP metadata needed for reflection-based entity/component serialization in shipped builds
  • Packages/com.etetet.init/: UPM package root containing framework initialization, editor tools, and bot testing harness for AI-driven test generation
  • Directory.Build.props: Central .NET build configuration (shared across all server-side projects); critical for version targeting and compiler flags
  • Book/3.3一切皆实体.md (Everything is Entity): Core architectural document explaining the entity-component design that underpins the entire framework
  • Book/5.4Actor模型.md (Actor Model): Defines the server-side concurrency model with location-aware actors and message passing semantics
  • ET.sln.DotSettings: Rider/Visual Studio code style and conventions—enforces team standards for ongoing contribution

🛠️How to make changes

New game logic: Create components under an appropriate entity folder (pattern shown in WoW course). New networking: Extend message handlers in server-side project. New UI: Add prefabs/scripts under Assets/. Framework changes: Modify Fiber primitives or ECS layer (core is tightly integrated—high risk). For AI integration: Follow the bot testing framework in Packages/com.etetet.init/Editor.

🪤Traps & gotchas

No visible .gitignore discipline: .gitignore files scattered across multiple locations (root, Assets/, Packages/) increase risk of accidental secrets/build artifacts in history. Unity serialization coupling: Heavy reliance on reflection for entity/component discovery; changes to class/field names break existing data without migration tooling visible. Fiber API stability: New Fiber design mentioned in README; existing game logic may break with framework updates. Course vs. open-source divergence: Paid video course version adds features (cloud-native, new analyzers) not yet in this repository—upgrade path is unclear. Chinese documentation: Core docs (Book/) are bilingual but incompleteness in English translations may slow onboarding.

💡Concepts to learn

  • Fiber (Green Thread / Lightweight Async Primitive) — ET's Fiber replaces Task-based async in favor of stackless coroutines with explicit parent-child lifetime; critical for understanding why ET does NOT use async/await in traditional ways and how concurrency is managed at scale.
  • Entity-Component-System (ECS) — ET's core design pattern treats game objects as entities composed of reusable components; essential for understanding how game state is modeled and how the framework avoids deep inheritance hierarchies.
  • Actor Model + Service Location — Server-side code runs as location-aware actors that can migrate between processes; crucial for distributed game servers (gate, router, map server) and understanding ET's message-passing architecture.
  • BSON Serialization (MongoDB Binary Format) — ET uses MongoBson for network messages and config storage, not JSON or Protobuf; affects network payload size, reflection patterns, and how game data is persisted.
  • Behavior Trees — ET includes a behavior tree editor and runtime for NPC/mob AI logic; the framework's support for AI-driven code generation makes trees a primary tool for game designers and AI systems.
  • IL2CPP + Reflection Preservation (link.xml) — Unity's IL2CPP ahead-of-time compiler strips reflection metadata by default; ET's entity/component discovery relies on reflection, so link.xml is mandatory for shipped builds to avoid runtime crashes.
  • Cloud-Native Service Discovery (Dynamic Routing) — Recent ET versions add auto-discovery of game servers (IP/port registration, router/gate scaling); essential for understanding how ET adapts to container orchestration (Kubernetes) and microservices patterns.
  • EllanJoe/GameFramework — Chinese-community game framework also targeting Unity + server; comparable ECS and networking approach but less AI-focused
  • dotnet/orleans — Microsoft's actor model framework for distributed .NET systems; ET's actor location and service discovery architecture is inspired by Orleans patterns
  • MonoGame/MonoGame — Cross-platform C# game engine; ET reuses .NET ecosystem tooling (MongoBson, etc.) but targets networked games where MonoGame targets single-player/local
  • azerothcore/azerothcore-wotlk — Open-source WoW server (C++); the ET WoW-like course demos are a .NET alternative architecture for the same game domain
  • NexusForever/NexusForever — C# MMO server framework; similar goal (multiplayer game backend) but ET emphasizes AI code generation and Fiber async patterns as differentiators

🪄PR ideas

To work on one of these in Claude Code or Cursor, paste: Implement the "<title>" PR idea from CLAUDE.md, working through the checklist as the task list.

Add GitHub Actions CI/CD workflow for ET framework build validation

The repo lacks automated CI/CD pipelines to validate builds across platforms. Given ET targets Unity3D with both C# Server and Client components, a workflow should build the .NET solution (ET.sln), run unit tests, and validate Unity asset integrity. This prevents regression when contributors modify core framework code in the framework directories.

  • [ ] Create .github/workflows/build.yml to build ET.sln on Windows/Linux runners
  • [ ] Add step to run any existing unit tests in the solution (scan for *Tests.csproj files)
  • [ ] Add step to validate Packages/com.etetet.init/package.json syntax and unity version compatibility
  • [ ] Add step to check that Assets/link.xml and Assets/.gitignore remain valid (no broken references)
  • [ ] Test locally that workflow succeeds before submission

Create comprehensive English translation documentation index in Book/ directory

The Book/ directory contains critical framework documentation (EventSystem, Actor Model, AI Framework, Component Design) but lacks an organized navigation guide. Currently only 5.5Actor Location and 2.3Single-threaded asynchronous have English versions. Create a structured index and contribute English translations for high-impact docs (3.4EventSystem, 5.4Actor Model, 6.1AI Framework) to increase accessibility for non-Chinese contributors.

  • [ ] Create Book/README.md or Book/INDEX.md with table of contents mapping Chinese files to their English equivalents
  • [ ] Translate Book/3.4事件机制EventSystem.md to Book/3.4EventSystem.md (critical for understanding core architecture)
  • [ ] Translate Book/5.4Actor模型.md to Book/5.4Actor Model.md (essential for distributed server design)
  • [ ] Translate Book/6.1AI框架.md to Book/6.1AI Framework.md (highlighted in README as new feature)
  • [ ] Add language badges/markers in INDEX to track which docs have translations

Add initialization and setup documentation in Packages/com.etetet.init with integration tests

The com.etetet.init package contains critical initialization code (GitDependencyResolver, PackageGit, ProcessHelper) and MongoDB plugins but lacks documentation on how to properly initialize the framework. Contributors cannot understand the dependency resolution flow. Create setup guide and add integration tests to validate the package initialization sequence.

  • [ ] Create Packages/com.etetet.init/README.md documenting DependencyResolver.cs flow and when to use PackageGit.cs
  • [ ] Document the purpose of MoveToPackages.ps1 and MoveToPackages_6.ps1 scripts with usage examples
  • [ ] Create Packages/com.etetet.init/Tests/ directory with integration test for DependencyResolver (test git URL parsing and resolution)
  • [ ] Add test validating ProcessHelper correctly executes git commands for dependency fetching
  • [ ] Add test confirming MongoDB plugins (DnsClient.dll) are correctly packaged and accessible post-init

🌿Good first issues

  • Add automated integration tests for the bot framework (Packages/com.etetet.init/Editor): currently no visible test suite, yet this is critical for AI-generated code safety.
  • Document Fiber API (async primitives, parent-child lifecycle, cancellation) with code examples in Book/: existing text references new Fiber design but lacks practical usage guide for new contributors.
  • Create a minimal starter template project (e.g., Examples/SimpleChat/) with documented message flow, entity setup, and server launch sequence to lower barrier for onboarding.

Top contributors

Click to expand

📝Recent commits

Click to expand
  • 9bcbf5d — 更新课程进度 (egametang)
  • 3c2f4ea — Update README.md (#669) (mister91jiao)
  • f53c3f5 — 更新课程内容,更新新功能说明 (egametang)
  • a0c2ac5 — 增加新的Fiber设计介绍视频链接 (egametang)
  • 622c060 — AI游戏开发框架-Claude Code With ET (egametang)
  • 3b62de5 — 更新面向AI的ET框架说明 (egametang)
  • 5de8b9f — 更新我跟三猩公司事情的说明 (egametang)
  • f36ed05 — 大纲顺序修正 (#666) (UserMingHaoLi)
  • b63b710 — 更新魔兽世界课程大纲 (egametang)
  • a127811 — 把警告强制当作成错误 (egametang)

🔒Security observations

  • High · Outdated Unity and Dependencies — Packages/com.etetet.init/package.json, Packages/com.etetet.init/Plugins/MongoDB/. The package.json specifies Unity 2022.3, which may contain known vulnerabilities. Multiple MongoDB driver DLLs are included (MongoDB.Driver.dll, MongoDB.Bson.dll, etc.) without version pinning visible in the package manifest, making it difficult to track and update security patches. Fix: Specify exact versions for all dependencies in package.json. Regularly audit and update MongoDB driver versions to the latest stable releases. Implement dependency scanning in CI/CD pipeline.
  • High · Unmanaged Native Dependencies — Packages/com.etetet.init/Plugins/MongoDB/. Multiple unmanaged DLL files are included (DnsClient.dll, MongoDB.Libmongocrypt.dll, SharpCompress.dll) without clear version tracking or integrity verification. These could contain exploits or be manipulated. Fix: Document all native dependency versions and sources. Implement hash verification for DLLs. Consider using NuGet package management instead of bundled DLLs where possible.
  • Medium · Missing Security Configuration in Git Repository — .gitignore, .gitattributes. The .gitignore and .gitattributes files are present but without visibility into their content, sensitive files may be accidentally committed. No evidence of secrets management or .env file exclusion patterns. Fix: Ensure .gitignore properly excludes: .env files, *.key, *.pem, connection strings, API keys, and credentials. Add pre-commit hooks to scan for secrets using tools like git-secrets or TruffleHog.
  • Medium · Unclear Entity and Actor Model Security Implementation — Book/3.3Everything is Entity.md, Book/5.4Actor Model.md, Book/5.5Actor Location-EN.md. Documentation references 'Everything is Entity' and Actor Model design patterns. Without code review, potential security issues include: unvalidated actor messages, privilege escalation in entity operations, or insufficient input validation in message handlers. Fix: Implement strict message validation and type checking in Actor message handlers. Use authentication/authorization decorators on sensitive actor methods. Document security boundaries for entity operations.
  • Medium · MongoDB Integration Without Visible Security Controls — Packages/com.etetet.init/Plugins/MongoDB/. Heavy reliance on MongoDB driver libraries without visible connection string management, authentication configuration, or encryption enforcement visible in the provided files. Fix: Enforce MongoDB connection string encryption. Use environment variables for credentials, not hardcoded strings. Enable MongoDB authentication (username/password or X.509). Implement TLS/SSL for all MongoDB connections. Add connection pooling with timeout controls.
  • Medium · Network Communication Framework Without Visible Security — ET framework core (not fully visible in file structure). This is a game server framework supporting client-server communication and service discovery (mentioned in README). No visible TLS/SSL enforcement, message signing, or DDoS protection mechanisms documented. Fix: Implement TLS 1.3 for all network communication. Add message authentication codes (HMAC) to prevent tampering. Implement rate limiting and connection throttling. Use secure serialization (avoid raw binary formats without validation).
  • Low · Documentation in Chinese May Hide Security Details — Book/ directory. Significant documentation is in Chinese only (2.1CSharp的协程.md, 3.3一切皆实体.md, etc.), which may obscure security considerations for non-Chinese speakers and make security audits harder. Fix: Provide English translations for all security-relevant documentation. Create dedicated security guidelines document in English.
  • Low · Automated Code Generation via AI Without Validation Framework — README snippet, Framework design. README mentions AI automatic code generation for logic, robot test cases, and compilation. This introduces risk of security-flawed code generation if AI constraints are insufficient. Fix: Implement mandatory security code review for AI-generated code. Create security linting rules in analyzer. Establish guardrails preventing AI generation of sensitive code (cryptography, authentication). Maintain human-in-the-loop approval for sensitive features.

LLM-derived; treat as a starting point, not a security audit.


Generated by RepoPilot. Verdict based on maintenance signals — see the live page for receipts. Re-run on a new commit to refresh.

Mixed signals · egametang/ET — RepoPilot