NeoxiderTools lets you assemble real game logic entirely in the Unity Inspector. Every building block is a regular component: add it from Add Component → Neoxider/… (or the GameObject → Neoxider create menu), wire UnityEvents, press Play.
This page is the beginner path. Each step names the component to drop in and what to connect — no C# involved.
- Components expose UnityEvents (
OnClick,OnWin,OnPurchased,OnValueChanged…). - You connect those events in the Inspector to methods of other components.
- Bindings keep UI in sync —
NoCode*binding components push values (money, health, progress) into Text/Image/Slider automatically.
That's the whole model: event → action, value → binding.
The Swiss-army knife. Watches a field, property, method result, or GameObject state, combines checks with AND/OR, and fires OnTrue / OnFalse events. "Open the door when the player has 3 keys" is one component and zero scripts.
→ Condition/NeoCondition.md
Kills, coins, clicks — Add(), Subtract(), min/max limits, events at thresholds.
→ Tools/Components/Counter.md
Countdown timers with OnFinished events; daily/interval rewards with automatic claim.
→ Tools/Time/Timer.md, Bonus/TimeReward/README.md
Money— a wallet with optional cap and persistence. Show it withTextMoney.Shop+ShopItemDataassets — buy/own/equip flow,OnPurchasedevent.ShopListView+ShopCategorySelector— a scrolling catalog with category tabs or prev/next pill.EquipmentManager— dress-up/skins: one item per category, applied to a sprite and saved automatically. → Shop.md
- Slots:
SpinController+SlotEconomyDefinition(weighted symbols, payouts, special symbol). - Wheel of fortune:
WheelFortune. - Collections:
Collection+ collectible items. → Bonus.md
PM+UIPage(NeoxiderPages sample) — menu/game/settings page navigation viaBtnChangePage.ButtonScale,ButtonShake,AnimationFly— feedback and reward-flight effects.VisualToggle— one component for on/off visuals (sprites, colors, objects). → UI/README.md, NeoxiderPages/README.md
Drop the AM audio manager into the scene, fill its sound list, add PlayAudioBtn to any button — it plays sound id 0 (your click) by default.
→ Audio.md
Most components above persist themselves (Money, Shop, EquipmentManager, CooldownReward). For your own values use SaveManager with [SaveField]-marked fields.
→ Save.md
ComponentFloatBinding and friends push any component's value into a Slider/Image fill/Text — health bars and progress bars without a view script.
→ NoCode/README.md
The Dota-style ability system is fully wireable: author AbilityDefinition / ModifierDefinition assets, drop AbilityUnitBehaviour + AbilityCasterBehaviour on a unit, then:
AbilityNoCodeAction— cast / grant / level / apply-modifier / damage / heal from any UnityEvent (a button'sOnClick→Execute()).AbilityAutoCaster— Survivor-style auto-fire: every ability casts the moment it is ready, locking onto the nearest enemy.AbilityCooldownSource— exposesCooldownNormalized/SecondsRemainingfor the bindings below, so cooldown bars are justSetProgressin Poll mode. → Abilities/README.md
With Mirror installed: NetworkPropertySync replicates a field, NetworkActionRelay relays a UnityEvent, NeoNetworkDiscovery.QuickPlay() gives one-button LAN play. Without Mirror everything above keeps working solo.
→ Network/Multiplayer_Guide.md
- Full NoCode binding reference: NoCode/README.md
- Module map for everything else: README.md
- When you outgrow the inspector: every component here has a clean C# API — the same
Shop,Money,Timerobjects are meant to be driven from code too.