GameDev Architecture - Scriptable Object Event System - Unity - Part 1

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It's more like course on whole Game Architecture, rather than a simple Event System... It's amazing and inspiring.

GlowingPancake
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I love your videos. Most of the utubers just teaching samethings again and again for the begginers ur tutorials more deep and help new developers to improve themself. Thank u.

abdulkadirdursn
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After About 5 times watching this video, Working with events and back here trying to understand what is your goal, and what you want to make with those logics
Now i ve understand everything, Thank you Very much, this is really deserved to be a Payed course !
This is Awsome dude, Really Awsome

Gbillel
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Great video! Very informative and helpful. A lot of unity programming videos lean more towards hobbyist programming and is less geared towards good practices but your videos always remind me of my first hardcore comp sci programming class : ). It's good to know these things even as a hobby programmer. I have one suggestion though - perhaps show what the goal is at the beginning of the video (like stuff from the 28 minute mark of this video) so that people have a good idea of what is being done and then refer to concrete changes in the editor and explain what happened as you program new things so that less experienced programmers can get a better understanding. Like for example, some people don't even know what Scriptable Objects are in unity and as such it becomes difficult for them to understand your end goal. Great job! Keep up the good work.

msgher
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Amazing tutorial, very well explained each step. I'm trying this in my project. Real nice that, essentially, with that amount of code a whole Event System was created.

kmud
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Hey ! I discovered Scriptable Object Architecture not long ago with the 2 most known videos on the subject. I find it diffucult to get example or thinking process that shows how to built this architecture on a larger project and I'm glad you did a video on it (I'll be glad if there where more :p).


The only thing is that in your video you showed us how to make void GameEvent but that's something they already showed us in those 2 videos. What I found interesting in your example is that you could pass any sort of data through your event (if I'm right). Since, I don't have the level yet to understand all this code I would have been happy to see a non-void GameEvent.


I'll take the opportunity of this message to tell you that your channel is awesome !

TheBelgarion
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hey there, where is part 2 ? I meant this is a list of videos? or just tips, thx

TurderaTommy
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Can you explain why we are not creating customized event by inheriting from UnityEvent class, but create our own Unity Event system?

joeyzhou
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Thanks and congratulations for the tutorial, it worked incredibly well!
I just had one doubt. Does this system work well in a simple multiplayer game? Like a splitscreen or few players multiplayer. Are there any precautions I should take?

jlam
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Thinking... Why just won't you overload Raise() without agrs instead of passing new Void?

zauraszauras
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For some reason, even though I checked my code multiple times, I'm not able to create a GameEvent. I'm not sure if the code's just old or if I've not noticed something but nothing is happening

notjohn
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Cool content and all, why didn't you use System.Action<T> instead y creating your own observer pattern? You would've saved yourself a bunch of code and the word empty Void struct too.
I do my architecture similar however I do use System.Action<T> as the delegate for subscribing and UnityEvent<T> so my designers hook their actions to the events.
Cool thing is that you can also notify on value changed via properties.

willycampos
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Would the OnEnable and OnDisable be equivalent to subscribing as in the use of delgates?

darkman
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Can anyone help with this issue?
It's in BaseGameEventListener where IGameEventListener<T> is underlined red because that namespace could not be found.

sophielin
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You mention other video but there is no link in the description nor in the cards.

Tymon
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This was a really useful video, that's started to help me move away from using Singletons and C# events on most of my objects in my project. One question I do have though is how would you go about handling events where you want to pass through more than one data type? Just from following your code, I'm not quite sure of the best way to overload the Invoke function and allow for more than one parameter, mainly because it currently does the for loop for invoking a single value. Any advice would be much appreciated!

KingAssassinable
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Hi. Thanks for this video, very informative. We've implemented a similar system now, but are having a hard time to get an overview of where events are used in the scene/project. Is there a good way to find which events are used, by which components? Where they are raised or listened too, basically where there is a reference to them? The regular "Find references in scene" does not seem to pick the right objects at all unfortunately.

bjornsyse
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Rather than rewriting Raise/Subscribe/etc, why not use a private UnityEvent and create wrapper functions for Invoke, AddListener and RemoveListener?

manzell
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Hey I wanted to say i really appreciate you making this video. However, If you wouldn't mind some feedback, I know some programmers do this thing where they type out of a bunch of stuff with errors when other classes arent made yet etc, and you guys somehow pull it off avoiding no intellisense/weird intellisense errors from things missing. But its pretty hard to follow if thats not your style. Its pure anxiety. So maybe in the future, try resolving errors as they arise, even if its just making a base class real quick.

Havie
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You sounds high as heck on 0.75 speed, but that was very helpful, thank you :)

eldra-Hey
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