event-bus-system
CommunityDecouple your systems with a zero-allocation Event Bus.
Authornlelouche
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This Skill addresses the challenge of tight coupling between different systems in a Unity project, which can lead to complex dependencies and difficulties in maintenance and scaling. It provides a robust, decoupled communication channel.
Core Features & Use Cases
- Global Decoupled Communication: Enables systems to communicate without direct references using a publish-subscribe pattern.
- Zero-Allocation Events: Utilizes struct-based events to prevent garbage collection spikes during gameplay, crucial for performance-sensitive applications.
- Use Case: When the player takes damage, the
PlayerHealthsystem can publish aPlayerDamagedEvent. The UI system can subscribe to this event to update the health bar, and an analytics system can subscribe to log the damage event, all without direct knowledge of each other.
Quick Start
Use the event-bus-system skill to publish a new 'PlayerDamagedEvent' with 'DamageAmount' set to 10.0.
Dependency Matrix
Required Modules
None requiredComponents
scriptsreferencesassets
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: event-bus-system Download link: https://github.com/nlelouche/Unity-SkillForge/archive/main.zip#event-bus-system Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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