unity-event-bus
Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Factory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.
Manage project boundaries using Assembly Definitions (.asmdef) for faster compile times and modular architecture. Based on the patterns by Adam Myhre. Enforces responsibility-based organization and handles Runtime/Editor/Tests splits.
Step-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.
Professional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.
Encapsulate actions as objects for queuing, undo/redo, and async execution.
Implements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.
| name | unity-event-bus |
| description | Advanced code-driven event bus with reflection-based bootstrapping. Provides zero-setup global messaging. |
This skill provides a high-performance, type-safe messaging hub for Unity projects. It is designed for developers who want to decouple systems without the overhead of ScriptableObject-based event channels.
EventBusCore.cs.txt: Base interfaces and the static generic bus hub.EventBusBootstrapper.cs.txt: Unity-specific auto-initialization and assembly scanning.EventBusExample.cs.txt: Practical implementation of player and system events.Define a struct : IEvent, create an EventBinding<T>, and register it in OnEnable. Raise events from anywhere using EventBus<T>.Raise().