Unity Message Forwarding for Decoupled Callbacks
- Unity Lifecycle Event Forwarders: Contains MonoBehaviour scripts like
UnityInitializationMessagesHandler
, UnityDecommissioningMessagesHandler
, UnityOnMouseMessagesHandler
, UnityPhysicsCollisionMessagesHandler
, and UnityPhysicsTriggerMessagesHandler
that expose Unity’s internal lifecycle messages through public C# events.
- UnityEvent-Based Architecture: Each script defines one or more
UnityEvent
delegates that external components can subscribe to, enabling decoupled logic execution tied to specific Unity lifecycle events.
- Minimal and Reusable: Designed to be lightweight components that can be attached to any GameObject to broadcast Unity messages without subclassing MonoBehaviour.
When to Use It
- When you want to connect Unity lifecycle events (like
Awake
or Update
) to external systems without inheriting or modifying MonoBehaviour scripts.
- For rapid prototyping where you need quick lifecycle event hooks in modular components.
- To trigger effects, behaviors, or custom logic in a decoupled and testable way.
When Not to Use It
- If your project architecture already favors centralized lifecycle handling (e.g., via managers or script execution order).
- When directly writing behavior inside MonoBehaviour methods is simpler and clearer.