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Post by sirken on Aug 8, 2019 16:43:41 GMT
Hi,
I am trying to pick a messaging/event system for the game I am planning.
How is the Signaler performance when multiple messages/requests are triggered? Has there ever been a benchmark completed? Is it built on Unity events and/or C# events. Any and all feedback appreciated.
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Post by echo17 on Aug 9, 2019 13:26:03 GMT
I have not done any benchmark testing for signaler. I did try to create it with performance in mind, but the simplicity that comes from decoupled code was my primary design influence. I am not using Unity events or C# events. I created a messaging system from scratch to have full control and not be bogged down by the performance issues of Unity's events. Only receivers that subscribe to an event will get a message or request, unlike Unity events where the event is just propagated to every object. One feature that Signaler has that I needed in my own code and does not seem to be a part of other event systems is the ability to know how many receivers got a message. That information can come in handy. It also differentiates between messages and requests, where messages are information that is passed on to receivers without any feedback. Requests hand back information to the sender, which can be extremely helpful when you need to get information from different components of your system, but don't want to have links to those components. In case you want to check out how Signaler is used, I am attaching all the demo scripts that come with the plugin for your perusal. Signaler_Demo_Scripts.zip (67.03 KB)
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