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Signals are in-memory publish/subscribe system and effectively replace Unity3d SendMessage

Signals

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What are signals?

Signals allow you to communicate between decoupled parts of the game in Unity3d. The work with signals is very straightforward and can be shown in few steps:

  • Step 1 - Write a signal. It's a plain struct.
 public struct SignalExampleDamage
    {
        public GameObject go;
        public int damage;
    }
  • Step 2 - Inherit from IRecieve<T> a class where you want your signal to be received.
public class ExampleClassReciever : MonoBehaviour, IReceive<SignalExampleDamage>
    {
    
        private void OnEnable()
        {
            // Add this object to ProcessingSignals.Default
            ProcessingSignals.Default.Add(this);
        }

        private void OnDisable()
        {
           // Remove this object from ProcessingSignals.Default. You don't want this object to receive signals anymore!
             ProcessingSignals.Default.Remove(this);  
        }
        // This method will work when the signal is received.
        public void HandleSignal(SignalExampleDamage arg)
        {
            Debug.Log(string.Format("{0} deals {1} damage!", arg.go, arg.damage));
        }
    }
  • Step 3 - Create a new signal and send it through ProcessingSignals.Default
public class ExampleClass : MonoBehaviour {
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            // create new signal
            SignalExampleDamage signalExample;
            signalExample.damage = Random.Range(1, 10);
            signalExample.go = gameObject;
            // send signal to the processor
            ProcessingSignals.Default.Send(signalExample);
        }
    }
}

Other content

  • Foldout groups - an extension to add foldable groups to the inspector.
  • ACTORS - Unity3d data-driven framework I'm currently working on. Signals work as part of the framework.