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Question by sebas77 · Mar 02, 2012 at 10:35 AM · c#monobehaviourframework

How do you organize your own "framework" code?

How do you organize that logic code that is not explicitly bound to a view?

While I try to work with behaviors as much as I can to extend the functionality of a view, I instead use pure c# classes to describe my own framework.

All these classes can be created through an IoC container, but this is another story. The problem is I wonder if you use MonoBehaviour managers, that are those classes that do not have a view and are used to manage external objects.

If so, I would like to know in which GameObject you put these "manager" MonoBehaviour classes.

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avatar image Fixe · Oct 06, 2012 at 10:28 PM 0
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yeah would be usefull know some more ways to organize unity scripts in some (not only nice) fashion to improve workflow.

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Answer by jakovd · Mar 02, 2012 at 03:53 PM

I would put those kind of scripts on a new empty GameObject (call it eg. Application). I think that's what you are asking about but I'm not sure I understand you completely. Could you please explain what you mean by code being "bound to a view"?

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avatar image sebas77 · Mar 02, 2012 at 04:28 PM 0
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sure, for View a mean a Renderable GameObject (or a Camera). $$anonymous$$y impression is that $$anonymous$$onoBehaviour should be used only if meant to extend the behaviour of a Renderable object otherwise I could use a normal class. Thanks for the answer btw.

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