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📖 Documentation | 🛠️Support
EventManager was born from a simple need - to reduce the spaghetti code from direct (unnecessary) object dependencies. We've all been there, adding lines of code that handle logic that needs to react to the piece of code you're in, but have nothing to do with what you're doing, like calling the achievements system on the OnDestroy() method of Enemy, and then watching our codebase turn into a maintenance nightmare.
⚡EventManager revolutionizes this process. It's a streamlined system allowing you to:
And it's not just about less code - it's about smarter, more maintainable code. The time you invest in setting up EventManager pays off exponentially by making every future modification a breeze.
By using events, you can simply call the "OnEnemyDead" event on the OnDestroy() method in our previous example, and then subscribe to that event in the Achievement script, and anywhere else that is interested in the "OnEnemyDead".
✨Key Features:
👥Community-Approved: Since its original launch in 2018, ⚡EventManager has maintained a 5-star rating on the Asset Store, with developers praising its time-saving capabilities and how it has changed their development patterns.
🛠️ Support: Encountering issues or have queries? Reach out to us at [email protected]. Your feedback is the cornerstone of our continuous improvement, so don’t hold back!
Join the community of developers enhancing their game logic communication with EventManager!
Price |
FREE
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Views |
3
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Version |
53-S
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Last Update |
09-Jan-2025
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Release Date |
09-Jan-2025
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Category | |