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Question by Rechronicle · Jan 10, 2021 at 03:10 PM · unity 5best practice

Need explanation regarding "using MonoBehaviours just as delegates which delegate the heavy lifting to the small native C# SOLID classes"

Found this advice from GameDevAsks 100 advice video, but not 100% sure what it means or how to use it.

1. use MonoBehaviours just as delegates which delegate the heavy lifting to the small native C# SOLID classes

An example use case would be helpful. Thanks!

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avatar image LeFlop2001 · Jan 10, 2021 at 04:03 PM 0
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Can you please share a link and a timestamp. Without context i would assume it means that you shouldnt crowd your monobehaviors with task that a non monobehavior can do. One function per script.

avatar image sacredgeometry · Jan 10, 2021 at 05:22 PM 0
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Are you saying just use a single monobehaviour to raise events?

What kind of explanation are you looking for? Whether or not its a good idea? Or how it works?

re: Is it a good idea? Yeah I can imagine you could do that but I would suggest that there are better ways to waste your time unless you have a good reason to attempt to circumvent the SDKs proposed patterns.

I mean the lifecycle methods are basically just lifecycle event handlers anyway.


That said when I work with unity most of my "business logic"/ game code is written in written in pure .net with only parts that need to directly interact with the engine written as components. So if thats what you are asking then sure. Fill your boots.

avatar image Rechronicle · Jan 11, 2021 at 02:52 PM 0
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https://www.youtube.com/watch?v=oANuTmm9cpg&t=2271s timestamp: 22:36

Well, I'm not sure really, is it about C# Delegates Event or just about using $$anonymous$$onoBehaviour or something else. It should be pretty simple advice and not meant to be complicated.

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