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Event aggregation in Unity made easy! Decouple your GameObjects for simpler and cleaner code.
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Event aggregation in Unity3D made easy! Decouple your GameObjects for simpler and cleaner code.
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#### Why Should I Care?
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[Look at how gross this is.](http://docs.unity3d.com/412/Documentation/ScriptReference/index.Accessing_Other_Game_Objects.html) Disgusting, huh? Now what if there was an easy way to send messages to other game objects in Unity3D without coupling everything to hell or using skittles magic?
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#### That way is here.
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Just flop the .dll into your existing Unity3D project and get started. Messages must be a struct (because we're a green framework and want to create less garbage).
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To start listening to events, your MonoBehaviour must also inherit from `IListener<(message)>`. This will create the handler for the message.
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Make sure you register and unregister with the `EventAggregator` in your MonoBehaviour's `Start` and `OnDestroy` methods. I'll probably create a base class to inherit from that will do this automatically for you...when I'm feeling less lazy.
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