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Signaler

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Is your project getting too complex? Are you finding it hard to work in teams without breaking other people's code? Does your script look more like Spaghetti than an organized work of art?

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Signaler can help you to decouple your code, allowing each section to work independently of others.

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  • Simplify and untangle your project.

  • Make changes in one area without breaking everything else.

  • Code in teams without having to worry about changes in each other's work.

  • Isolate and test sections of code easily.

 

Signaler is a centralized messaging system that allows any script to subscribe to signals, or events. When you send out a broadcast, you do not need to worry about who or what is receiving the signals, only that you have passed on the information or made the request you need.

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Unity's design encourages coupling by allowing you to make connections between components in the inspector. While this design is terrific for internal connections between components, it can be a nightmare when used to connect managers or entities together, especially when a major change is needed or collaborative teamwork is your style.

 

Decoupled scripting will pay dividends down the road as your projects become more complex, allowing you to make changes with little re-coding. Visualizing how everything works together with signals is far simpler than having to constantly keep track of each object's dependencies. The only dependencies you will need with Signaler are the signals and the Signaler manager, cutting down on the spaghetti nature of larger projects.

 

Send out two types of signals: messages and requests. Messages inform other objects that something has happened. Requests return information back to the broadcaster. Both types of signal will inform the broadcaster that the signal has been received and by whom.

 

Documentation, full C# source, and numerous examples are provided to help you understand how you can use Signaler in your project.

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