
Description
a versatile Gameplay Events System based on the Pub/Sub architecture! create and manage tagged channels and receivers. broadcast events (with filtering) from anywhere . Send customizable instanced struct payloads.
See what this is capable of and how to use it on Youtube
Key Features:
1. Enhanced Scalability
Dynamic Channel Management: The subsystem allows the creation and management of multiple channels dynamically, making it easier to handle complex systems with many events.
Runtime Adjustments: Channels and receivers can be added or modified at runtime, allowing for more dynamic and responsive gameplay systems.
Efficient Filtering: Using tagged receivers ensures that only relevant objects respond to an event
2. Modular Design
Decoupled Communication: By relying on a pub/sub architecture, NotySystem avoids direct connections between event senders and receivers. This makes the system modular and easier to maintain.
Event Categorization: Channels provide a natural way to categorize events by purpose (e.g., gameplay, UI, audio), helping to organize large projects.
3. Flexibility in Payloads
Instanced Structs: Using instanced structs for payloads allows users to send customizable data types without needing predefined structures, making it adaptable to various use cases.
4. User-Friendly Design
The subsystem provides a clean interface for adding, managing, and sending events, reducing the learning curve for new developers.