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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.
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