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Questions tagged [events]

Event is action that is usually happenes "outside" of main program thread, but handled inside of it.

2 votes
2 answers
922 views

I'm trying to determine the best architectural approach for handling communication in Unity, specifically when the interaction is strictly one-to-one. The Core Design Conflict I have five crucial, ...
Curio's user avatar
  • 261
0 votes
0 answers
45 views

I'm writing a C++ game engine using SDL2 and I have an SDL event loop, but I'm not really sure what I want to do with these events. I know that I'll have systems that will be interested in these ...
steamdog's user avatar
12 votes
1 answer
1k views

I have a spell system where a the spell is a self-contained game object handling all the logic. When done, it destroys itself. This works great Then I added a second game object handling animation, ...
Zibelas's user avatar
  • 5,012
0 votes
0 answers
42 views

So in my game I'm using a message queue for everything, very similar to an event manager or event queue pattern. I've seen that lots of people use them, and they decouple when the event fires and ...
Andy Isbell's user avatar
1 vote
0 answers
43 views

I'm building a turn-based game using an event-sourced-ish architecture. Here's the basic structure: A dispatcher on the game engine receives commands from the client and routes them to command ...
nonethewiser's user avatar
0 votes
1 answer
160 views

Suppose I have these two classes ...
Wouter Vandenputte's user avatar
0 votes
1 answer
92 views

I am trying to create a system for daily events in Unity, but I am facing an obstacle where performance and memory are very sensitive for me,The DailyEvent consists of a list of DailyEventAction, ...
Ahmed Dyaa's user avatar
0 votes
1 answer
209 views

To clarify, I'm attempting to trigger an event on the entry of the player into an Area3D. This event is handled by an ...
Michael Macha's user avatar
0 votes
1 answer
92 views

I have the following public method in a MonoBehaviour attached to a game object in my scene: ...
TheLongDog's user avatar
1 vote
3 answers
103 views

A common approach to creating an interaction system is to use an IInteractable interface. The Player checks for collisions with ...
Ben's user avatar
  • 517
0 votes
1 answer
106 views

I'm trying to create an event system that can be used for all types of events that happen in my game but I'm running into this following problem. My player HUD needs to be updated whenever an enemy ...
mtg's user avatar
  • 23
0 votes
1 answer
498 views

Do I have to always remove UnityEvent listeners in OnDisable(), when I add them in OnEnable() just like I have always did with normal C# events? Does it affect the performance?
fastbyte22's user avatar
0 votes
0 answers
57 views

I use an integer field to indicate the value of the wanted year and I set a maximum and minimum limit for it and I wanted a function to be called when the wanted year value changes to display the ...
Ahmed Dyaa's user avatar
0 votes
0 answers
52 views

I'm writing a game from scratch in C++, using the book Game Coding Complete as a guide. The engine in the book has an event manager which is used to communicate between the game's systems, such as ...
Vitamin C Plus Plus's user avatar
0 votes
1 answer
294 views

So, I recently started making a small game from scratch, with no engine used(I'm a beginner at this) and I want to create an event system of my own. I want to check if my general idea for it is okay(...
HavocKid's user avatar

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