Your kind words are much appreciated. Go tell 100k of your closest friends and lets get the channel rolling ;) I do feel like I've found a decent format with this series of videos. No nonsense. No fluff. No fumbling (or not much). No extraneanous information. Just an idea and examples boiled down to the minimum needed to understand.
3:11 This is the best explanation of Delegates that I've heard so far and was what helped to make it finally click with me. And as you immediately follow up with, it's not just any kind of variable, but an Array[] or List type of variable, allowing multiple functions to be assigned to that one delegate.
Simply amazing. I've struggled to understand delegates for hours (watching lots of tutorials), but this just made everything a whole lot easier. Thank you so much.
I like the way you break design patters down into crisp and clear examples. I think your lucid explanations will be a watershed moment for many. Bravo!
I've been struggling to understand the Observer pattern and its implementation for weeks now, but this video finally made it click for me! Thank you so much!
Thank you so much for explaining this, I've been using Events for so long but never really understand what it does. After watching this video, all my codes are now very visible
I've seen several of your videos but this one got me to subscribe. I'm a beginner so I need this simple explanation style and throwing a shout-out to Sebastian Laque was most respectful. Good Job .
Great video and well explained. But as i'm an idiot, i will need to watch it at least ten times! So, for the rest of the day, i shall be doing just that, as well as attempting mock ups. Wish me luck! Update: I finally get it! After all these years! How i lived without them is beyond me. Can't thank you enough! Thank you for this.
I'm a programming student looking to get into game dev. I've been looking to learn the basics of data movement in Unity and this is soooooo good. Thank you! Edit: also my head was spinning the whole time watching this video but I took notes and it's actually super easy once it clicks. Thanks again dude! Subbed
FINALLY! A video that explains it in an understandable way and a reasonable amount of time without pouring unnecessary code into the examples. You've got a new deserved subscriber!
When thinking about tightly coupled code i always get flashbacks of one of my first big unity projects. I had so many errors just because of code running to late/to soon. Objects not being ready yet, and so on. I think learning to decouple systems is a really important step in becoming a better programmer. And delegates/events are pretty confusing when starting out, at least they were for me. So great job with that video :)
Thanks! When I "discovered" this pattern it changed my code forever, but I definitely didn't understand all of what I was typing. And I 100% agree decoupling code is huge!
Wow, finally I understand the intricacies to "delegate" because you started slowly at the base. You have a real talent for explaining complex things (as I have seen in your other videos), thanks for your effort!
Dude! I've been trying to make an Action work for like, 30 minutes, and 5 minutes of your video solved my problem!!! Thanks a lot! Keep up the good work! Liked and subscribed!
Ive been learning to Code with AI and this video cuts straight to the heart of what I've been tip toeing around. Amazing video, this has changed everything. Subbed
Even if I was using it, I was doing it without a proper understanding. I really like how you explain things, it's really crystal clear with great pedagogy! My new best game dev channel!
I'll be honest as a person who already understands this, I know the very recent me who didn't understand would not have understood based on this video - I can't say what made me understand delegates, actions, func and so on but things just got very clear. I'll try to reiterate what was said here in a way that I feel I would have understood: Delegates, func and so on use subscribers. Think of it like subscribing on YT and hitting the alert icon. When you do this you are an observer, when the subscribed channel posts something you are alerted and take actions or not based on that alert. With that said you C# class that will be observing a particular thing needs to subscribe first. Generally the easiest way to do this with maximum decoupling of the code is to make a public STATIC class. In that class you write out all of your invoke situations so: onCritterDied or onPlayerJumped and so on. They should look like this: public static event Action onCritterDied; Inside the you can put variables and classes which can help identify or carry over data. So: or , the overloads goes on for a while so is all possible. Using a Func allows for the same stuff but you can also add a return type which is always the last overload variable. So say you had: var item = StaticClass.SpawnBullet(bulletPrefab); The static class would have: public static event Func onSpawnBulletRequest; public static void SpawnBullet(GameObject bullet) { onBulletSpawnRequest.Invoke(bullet); } This is a good way to communicate with a pooler that you don't want to reference from any other script. On the pooler you just OnEnable or Start or Awake put: StaticClass.onSpawnBulletRequest += DoSpawnStuff; Be sure to unsubscribe also, hope that translated things for someone.
Ya know, I had to watch this a few times to really understand it, but this absolutely blew my mind on just how simple and effective it is. Outstanding explanation ;-)
"Delegates can be thought as a variable that can be assigned a function as a value." That's the conclusion I finally figured out after watching a bunch of other tutorials on youtube. I wish I watched this video earlier and didn't have to figure this out myself! But I think that statement could be put a little bit more precisely: A delegate is *the class* of a variable that can be assigned a function as a value, while an event is the actual variable of that class (though it's not just a regular variable, but a collection of that class).
I'd be a bit careful with that definition... as long as you can use them that's way more important than the definition... but "event" is a keyword that puts restrictions on the delegate.
This is better than many paid udemy courses. I would like a video about assembly definitions, especially how to use these in a complex project. I keep getting stuck with cross referencing..
excellent explanation, thanks! I had to run it multiple time at half speed to have a chance to grasp all of it (...I'm a little slow :-) but I managed to get a better idea about the the concept in the end.
Thanks! this one got some time to enter in my head, but after this video, Sebastian's one and a few others also, finally think I got the delegates stuff.
I’ve tried using delegated before but struggled to figure out the proper way to use them. This gave me a whole new perspective on how to use them! Thanks! This will help a ton!
Events are amazing and game changing once you start to use them. One thing to watch out for is events invoking events. Meaning if one script is listening to an event and then calls a function that itself invokes an event you can end up with crazy loops - to the point of locking up the game. Also if multiple systems are listening to a given event you can potentially end up with "race conditions" where one system is responding before another - I've seen inconsistencies between the editor and a standalone build in this regard. Those aren't reasons to not use events - they aren't perfect - but in general definitely better than singletons. ;)
wow this was great. You are a great teacher and use great examples! It's very cool you explain WHY this pattern is used and what it protects against. Sometimes it's the "why" that is missing in tutorials. The "why" makes the pattern stick! Also, thanks for the words of encouragement throughout the tutorial. =-))
Hmmm, I have one further question about the Events system (sorry if it's been answered below). Say I have a prefab, e.g. a Wave gameobject, and at runtime I instantiate 10 Wave's, each with its own ID. In my system, other gameobjects are only supposed to observe one of the 10 Waves at a time. Is this only possible with GameObject.Find("Wave" + ID).GetComponent(), etc, etc? Or would such a thing be possible with delegates and the events system? Thank you in advance!
Absolute gold this vid! I for some reason always have some unity technologys which I fear to look into, because I think they are surely hard... And when learning them, they are just super useful. Like this one! Finally using Actions and it is such a bless, thank u😘
This is what I've been looking for! I've been wondering how to create a weapon system and don't know which path to take with the ammo count and circle ammo ui bar communication since anything is possible but with a messy approach. I want to grasp delegate and events. Just listening to the first parts make me think the video is so friendly to beginners.
@@OneWheelStudio Thank you very much for a great video! I would like to see a summary of topics in unity scripting video like a lesson plan but that is impossible because there is a lot to talk about! Again, thanks for the tutorial!
@@OneWheelStudio It is like a list of intermediate concepts in unity scripting but abstract and is just a general road map on what to learn next. Because it might be easy for someone to have an idea to learn singletons first before comand pattern then next is x, y, z... topics. Just a what to learn next approach.
Woohoo this is super precise and informative! Through your video I'd attained 90% clarity, with the remaining 10% that is still puzzling me is the "Eventhandler" and the "Eventargs", much appreciated if you can explain their usage within the Event System context.
I somewhat get the concept but still can't understand the implementation so in the CritterDisable class you use Ondisable function to invoke whenever the object is disabled but are you disabling the Scoredisplay to unsub as well? I mean I get it almost every single example has OnDisabled and On Enabled function but what are we really disabling in order to unsubscribe is it just convention? that part confuses me. Second part that I don't understand Is all the functions subscribed to event called at the same time, or is there one main function that gets triggered when subbed functions called by their own? if so...(brain melts) anyway I give up :) I think this is one of those limits that I have but thanks your video was the clearest explanation among the tuts I've seen.
This is definitely not an easy pattern to grasp and the notation and implementation is about as clear as mud until it clicks - I found it really helpful to make a video about it ;) In all seriousness, the unsubscribing in an disable function is to prevent errors from being thrown. If you don't do that and the object is destroyed an error will be thrown when the delegate/event/action is invoked because the object that is subscribed is null (i.e. destroyed). Using the OnEnable and OnDisable to subscribe and unsubscribe is a way to ensure that when the object is on it's subscribed and vice versa. If you have multiobjects (functions actually) subscribed to an event they get called in the order that they subscribed. It is very hard or nearly impossible to control the order that they are subscribed and thus called. I think of a delegate as a list of functions. When an function is subscribed it gets added to the list. When the delegate is invoked it simply goes down the list and calls each function in the list - I envision a for or foreach loop iterating through the list of functions. Lastly, on the critter script the reason the "critter kill" action is invoked in the OnDisable is because when the critter is killed it's turned off. So invoking the action there is the "safest" way to ensure that it gets called when the critter dies. It could also be called by the object doing the killing, but for me that's not a super clean implementation. This way no matter how the critter "dies" or is turned off the action is invoked. Hope that helps a bit :)
@@OneWheelStudio Thanks a lot definitely helps a lot it cleared out lots of questions I had, still confused about subscribing and who is doing the listening but that's on me :). also one last question for the last part of the video you declare the critter kill action in critterdisable class, wouldn't it be better approach to declare it from the showscore class (since its managing the UI related stuff) and subscribe to that event from the critter because lets say we have other type of enemies to kill wouldn't it create more separate actions to subscribe for Showscore class?
Hey, wanted to say that this video has been very helpful for me so far, I've been getting back to this video frequently Now, recently I noticed something about actions which I think might have been a big misunderstanding on my part. Whenever I heard that they helped in decoupling the code I thought that meant that if I called an action on a class, eventual errors on other classes that were listening to the action would not pass on to the class calling the action, but I see now this is not the case. In my game I have a static action called by the enemies when they die, and the UI is listening to this. What happened is that when there was an error on the UI itself when trying to execute on the listened action, this error would propagate back to the enemy, which in turn would not die because it got an error before the destroy gameobject line. So I wanted to ask, is there an implementation for the observer pattern which stops the error from propagating back?
I'd want to see the code! An error in the listener should not cause the event sender to stop functioning. Unless the event sender is also dependent on the listener. Which is definitely an issue and sounds like a problem. Basically, events should be "fire and forget" meaning whoever is invoking the event doesn't care if anyone is listening. If that's not true then I'd argue it may not actually be the "observer pattern." Happy to take a look at the code. Jump over to the OWS discord (link in the description) and ping me.
I think your code execution simply stops because of the error, so it doesn't continue with the enemy. Sounds simple but you need to make sure there are no errors in your UI (or anywhere else). You can use things like null checks (with debug warnings) to account for unexpected behavior so at least it doesn't break the code execution.
I've been working on a game for a year and the coupling has gone out of hand. I've been trying to understand the observer pattern for a few months and I think the critical issue for me was public static variables. I have a CS degree and they drilled into us never to use public or static variables. My project references every other class directly, which has turned into a nightmare for super classes like the game controller or UI. Your video really helped me understand actions and events. I'm going to rewrite my project with this pattern.
Great explanation, I've been using observer pattern quite often now...but I still suffer from understanding one simple thing: what is the actual difference between writing "public static event Action OnThisThingHappen;" and "public static Action OnThisThingHappen;" The last one is without "event" keyword. I use both and cannot se the difference... What's the practical benefit of using "event" in this specific case? (given that there is already an "Action" which does the same thing as for me)
The keyword "event" puts restrictions on what other classes can do with the action. Without the event keyword other classes could invoke the action - which I generally don't like. Also other classes can assign a function, not just add/subscribe a function, to the delegate this would effectively unsubscribe all other functions. Again, not something I want to have happen.
This makes perfect sense but I have one question. Should you only use events if the event has more than one function subscribed to it? As in, if the event is raised and is only calling one function when doing so would you not be better off just calling that function seperately in another class through a reference or static call? Please answer because I'm working on a team with a few others and I'm using events to call single functions. The only explanation I can give to them why I'm doing so is because of tidyness and so that I don't run into spaghetti code. However, they disagree and think using events in this way just over complicates things.
Hey there. Maybe this will help? At the end of the day events are all about de-coupling code which is huge if a project grows beyond a small prototype. I'd argue even a small game jam prototype is big enough to benefit from events. Sure, if only one function is currently subscribed that might feel like extra work to add events. But is it? If you call a function on another object it needs to be public. It can be static but that doesn't always work for a given situation. It can often require many variables to be static or janky hacks. Having too many public functions is NOT awesome and can cause headaches and more work down the road. Things should only be public only if they NEED to be public. If the function isn't static then you have to get and often cache a reference to the object that has the function. Yuck! I avoid this whenever possible. Notice above I said functions "currently" subscribed. Events are amazing time savers when you have a new idea or create a new system and discover it needs to have a connection to an older system. Adding features is SOOO much easier if you are using events. Simply subscribe to what events matter and you are done. You've add a new mechanice or system and none of the old systems care. No changes to old code needed. That is unless you don't have events in which case you have to go edit old code and find the right place to call the public function on the new system. Are you really telling me no one is going to try to add a new idea. I call BS. Same idea in reverse if you rip out a system. If you are calling public functions on that system you now have errors to clean up. If you were using events - it's generally way less of an issue. Events and other programming patterns aren't always about what you NEED right NOW but are about future proofing your code and making tomorrow's programming easier even if that means today's programming might be a tad slower. 100% folks can over engineer code, but using events is not one of those instances. All that said, events can go to the dark side. If you have events that call functions that also invoke events than call functions that invoke the original event. Yikes! I've been there. Death loop!!! The other potential issue is you can't realistically control the order that functions subscribe and thus get called. Both of these issues, in my experience, can be engineered around or avoided with well thought out structure. Hope that helps. If it doesn't... Call them big dummies and tell them your dad can beat up their dads. I guess I'm feeling sarcastic?
@@OneWheelStudio thanks so much for your answer, it has really helped a lot!:) Basically I have a singleton class that contains all my events. I then have subscriber classes that add their functions to these events. Finally, I have additional classes which actually call the functions from the main singleton class which raise the said events. My team doesn’t like the fact that they have to jump between different scripts to figure out how everything works. So I’m wondering if that’s expected when working with events or if I’m using too many classes and just following the observer pattern incorrectly. Any feedback is much appreciated by the way:) I am relatively new to using events and do like them as I have ran into spaghetti code before and they really seem to prevent it from forming.
Okay, that does sound a bit complicated and I think misses out on the de-coupling that is possible. In my opinion the events should be in the classes that would invoke them. For example, if there is an EnemyDies event it should be in an enemy class. Subscribers to this event (UI or SFX for example) then directly subscribe to the static event of EnemyDies in the Enemy class. No singleton. No functions to invoke. The Enemy class is fully 100% in charge of when that event gets invoked. This is a key reason to use the event keyword - only the class with the delegate can invoke it. Wrapping an "event" in a public function defeats some of that purpose. It can also be a good practice to send a reference to the invoking class with the delegate. This way when EnemyDies is invoked all the subscribers can check which enemy or what type of enemy died (if necessary).
great video, I have a silly question though, why would you want an Action or Event to be static if they already broadcast and any subscriber can subscribe to it without them being static? I am not getting that
Being static means there is only one action/event of that name. It also makes them easier to access as you don’t have to get a reference to a particular object. There are cases where I have made actions not static. That was when I wanted a particular object to broadcast or I wanted to subscribe to a particular object. For example I had a bunch of spaceship chunks and I wanted to know when A particular one was damaged.
@@OneWheelStudio Thank you for your reply, I can't wrap my mind around it, why would you want to access the Action? I thought the whole idea of using an Action or Event is they broadcast to subscribers so subscribers don't have to access it! no ? I apologise I am new to this , can you give an example when you would want to access an Action ... thanks a lot
@@Berndr I should have said "subscribe" instead of "access."To be clear, making an action non-static is something I very rarely do and coming up with a decent example isn't easy. A key piece here (I think) is understanding what the keyword "static" does. If an enemy script has a static variable for health, then all the enemies share that variable or in other words have the same health. If the variable isn't static (which would be the normal way) then each enemy would have it's own health. It's similar with actions. Let's imagine you have a game where you wonder around and "make friends" and you want to stay up to date with what's going on with your friends. So when you meet a new friend you subscribe to some of their actions for example "ateGoodMeal" or "madeNewFriend." Also imagine that the function that is subscribed simplify prints out a message or provides some notification. If this action was static then whenever ANY possible friend, even if you haven't met them, in the entire game ate a good meal the message would print out. You know someone had a good meal, but not who or even if they are your friend. Not the best, potentially confusing and maybe almost useless. Now if that action isn't static, then you're subscribed to the action from YOUR friend. Which means you will only get notifications or messages when YOUR friends have a good meal. Much more useful! This concept is not easy. Hope that helps a little. :) If not or you just have more questions come on by the OWS discord (link in the description).
Hello, what about if you want to trigger your events "deferred", like in the "on lateupdate" unity frame event, instead of triggering everything instantly? Thanks for your great video and effort!
If I understand what you're asking, you can invoke a delegate/event anywhere - if there are limitations such as in constructors or such I'm not aware. So invoking can certainly be down in Late Update - I haven't tried it, but I would assume it would work. Please let me know if it doesn't! :)
This is the most underrated channel I've seen due its clean explanation and video quality.👌 👏
Your kind words are much appreciated. Go tell 100k of your closest friends and lets get the channel rolling ;)
I do feel like I've found a decent format with this series of videos. No nonsense. No fluff. No fumbling (or not much). No extraneanous information. Just an idea and examples boiled down to the minimum needed to understand.
3:11 This is the best explanation of Delegates that I've heard so far and was what helped to make it finally click with me. And as you immediately follow up with, it's not just any kind of variable, but an Array[] or List type of variable, allowing multiple functions to be assigned to that one delegate.
Simply amazing. I've struggled to understand delegates for hours (watching lots of tutorials), but this just made everything a whole lot easier. Thank you so much.
Seen almost 10+ videos. But not even understand a what the heck is Delegate, events or Action. This one video made my day.
This is extremely sleek and beautiful to look at.
I love simple solutions to complicated problems!
I like the way you break design patters down into crisp and clear examples. I think your lucid explanations will be a watershed moment for many. Bravo!
I've been struggling to understand the Observer pattern and its implementation for weeks now, but this video finally made it click for me! Thank you so much!
Unity beginner here, I was confused and looking for explanation everywhere until I found this video. Instant subscribe and thanks for your good work.
So glad it was helpful. Events are definitely not an easy concept to wrap your head around!
@@OneWheelStudio you made it plain and simple :)
Thank you so much for explaining this, I've been using Events for so long but never really understand what it does. After watching this video, all my codes are now very visible
Dude you totally saved me with this one. I was really struggling to find clear explanations.
I've seen several of your videos but this one got me to subscribe. I'm a beginner so I need this simple explanation style and throwing a shout-out to Sebastian Laque was most respectful. Good Job .
Thanks for the sun! I think Sebastian is easily one of the best Unity tutorial creators out there!
Great video and well explained. But as i'm an idiot, i will need to watch it at least ten times! So, for the rest of the day, i shall be doing just that, as well as attempting mock ups. Wish me luck!
Update: I finally get it! After all these years! How i lived without them is beyond me. Can't thank you enough! Thank you for this.
I'm a programming student looking to get into game dev. I've been looking to learn the basics of data movement in Unity and this is soooooo good. Thank you! Edit: also my head was spinning the whole time watching this video but I took notes and it's actually super easy once it clicks. Thanks again dude! Subbed
FINALLY! A video that explains it in an understandable way and a reasonable amount of time without pouring unnecessary code into the examples. You've got a new deserved subscriber!
That's the style we go for around here. ;)
Glad it was useful.
I came here from Sebastian Lague video to expand on the knowledge and it was nice to see you recommend it
5 months later I am here again. This time i am even more clearer than I was last time. Amazing video indeed.
When thinking about tightly coupled code i always get flashbacks of one of my first big unity projects.
I had so many errors just because of code running to late/to soon. Objects not being ready yet, and so on.
I think learning to decouple systems is a really important step in becoming a better programmer.
And delegates/events are pretty confusing when starting out, at least they were for me.
So great job with that video :)
Thanks! When I "discovered" this pattern it changed my code forever, but I definitely didn't understand all of what I was typing. And I 100% agree decoupling code is huge!
If you're referring to the Awake and Start order of scripts, you can customize that in the Project Settings.
Wow, finally I understand the intricacies to "delegate" because you started slowly at the base.
You have a real talent for explaining complex things (as I have seen in your other videos), thanks for your effort!
Thanks for the kind words! 15 years or so in a classroom builds at least a few skills ;)
You are an angel sent from the heavens to cast upon us mortals your infinite wisdom. Thank you!
Just 4 words for you:
You are the best!
Cheers!
Wow that is really useful. I was so confused with the many different types of events there are. Glad to see this video where it explains all of it.
Dude! I've been trying to make an Action work for like, 30 minutes, and 5 minutes of your video solved my problem!!! Thanks a lot! Keep up the good work!
Liked and subscribed!
Ive been learning to Code with AI and this video cuts straight to the heart of what I've been tip toeing around. Amazing video, this has changed everything. Subbed
Watched a ton on videos on the topic(for the past few days!), this is the video that ultimately gave me clarity!
MAN! It's finally sinking in. Thank you so much! Best channel ever.
OMG. The best ever explanation on delegates. Such a clear, progression and explanation of the subject of Delegates. Subscribed. So good.
Thank you so much! I have watched around ten other videos trying to wrap my head around this. You just made everything click. Subscribed and liked!
Such a good, clear and easy to understand explanation with amazing examples! I can't wait to check out the rest of the channel.
This was so good, thank you so much. It finally clicked with me here - thank you for the simple examples, visuals and explanations.
Even if I was using it, I was doing it without a proper understanding. I really like how you explain things, it's really crystal clear with great pedagogy!
My new best game dev channel!
This was, finally, the video that did explained this to me well.
All other vids and tutors were too hard to understand.
Thank u
I'll be honest as a person who already understands this, I know the very recent me who didn't understand would not have understood based on this video - I can't say what made me understand delegates, actions, func and so on but things just got very clear.
I'll try to reiterate what was said here in a way that I feel I would have understood:
Delegates, func and so on use subscribers. Think of it like subscribing on YT and hitting the alert icon. When you do this you are an observer, when the subscribed channel posts something you are alerted and take actions or not based on that alert.
With that said you C# class that will be observing a particular thing needs to subscribe first. Generally the easiest way to do this with maximum decoupling of the code is to make a public STATIC class. In that class you write out all of your invoke situations so: onCritterDied or onPlayerJumped and so on. They should look like this:
public static event Action onCritterDied;
Inside the you can put variables and classes which can help identify or carry over data. So: or , the overloads goes on for a while so is all possible.
Using a Func allows for the same stuff but you can also add a return type which is always the last overload variable.
So say you had:
var item = StaticClass.SpawnBullet(bulletPrefab);
The static class would have:
public static event Func onSpawnBulletRequest;
public static void SpawnBullet(GameObject bullet)
{
onBulletSpawnRequest.Invoke(bullet);
}
This is a good way to communicate with a pooler that you don't want to reference from any other script.
On the pooler you just OnEnable or Start or Awake put:
StaticClass.onSpawnBulletRequest += DoSpawnStuff;
Be sure to unsubscribe also, hope that translated things for someone.
Ya know, I had to watch this a few times to really understand it, but this absolutely blew my mind on just how simple and effective it is. Outstanding explanation ;-)
that is the most effective and simple explanation of the delegates and events! Thank you so much
Fundamental explanation about delegates, events, actions and funcs! Great video!
"Delegates can be thought as a variable that can be assigned a function as a value." That's the conclusion I finally figured out after watching a bunch of other tutorials on youtube. I wish I watched this video earlier and didn't have to figure this out myself!
But I think that statement could be put a little bit more precisely:
A delegate is *the class* of a variable that can be assigned a function as a value, while an event is the actual variable of that class (though it's not just a regular variable, but a collection of that class).
I'd be a bit careful with that definition... as long as you can use them that's way more important than the definition... but "event" is a keyword that puts restrictions on the delegate.
@@OneWheelStudio Oh, you're right, what I meant to say is that the individual event you define is the variable (collection), not the keyword event :)
This is better than many paid udemy courses. I would like a video about assembly definitions, especially how to use these in a complex project. I keep getting stuck with cross referencing..
That's a great idea! I'll add to my (long) list ;)
Very good explanations! Honestly, it's probably the best one I've seen 😁
This is such a phenomenal channel. Keep it up. Seriously helped me with my game dev project... though I need to do some refactoring haha
Thanks for the kind words. I'm glad it's helpful!
excellent explanation, thanks! I had to run it multiple time at half speed to have a chance to grasp all of it (...I'm a little slow :-) but I managed to get a better idea about the the concept in the end.
This is no easy topic! Something about it makes it hard to wrap your head around. I learned a ton by making the video. ;)
Thanks! this one got some time to enter in my head, but after this video, Sebastian's one and a few others also, finally think I got the delegates stuff.
I’ve tried using delegated before but struggled to figure out the proper way to use them. This gave me a whole new perspective on how to use them! Thanks! This will help a ton!
I'm making these partially to learn more myself! I'm glad it helped you too.
Thanks. Really clear explanation of what happens under the hood! Keep it up this is really useful!!
made my first delegate :D thanks one wheel studio!
Glad the video was useful!
Thank you so much, this is actually the first video that is clear and helpful for me.
Simple, clear and clean explanation. 👍
Really clear explanation for this, extremely, going to try this out asap and stop only using singletons in larger projects!
Events are amazing and game changing once you start to use them. One thing to watch out for is events invoking events. Meaning if one script is listening to an event and then calls a function that itself invokes an event you can end up with crazy loops - to the point of locking up the game. Also if multiple systems are listening to a given event you can potentially end up with "race conditions" where one system is responding before another - I've seen inconsistencies between the editor and a standalone build in this regard. Those aren't reasons to not use events - they aren't perfect - but in general definitely better than singletons. ;)
so glad I found this video it makes things so much easier... thank you !!!!
@One Wheel Studio Excellent video, keep it up!!
Was able to get something to work correctly due to this video... Awesome!
Awesome explaination. Super clear and helped me understand the differences between delegates, events, actions and funcs. Thanks for the great video :)
wow this was great. You are a great teacher and use great examples! It's very cool you explain WHY this pattern is used and what it protects against. Sometimes it's the "why" that is missing in tutorials. The "why" makes the pattern stick! Also, thanks for the words of encouragement throughout the tutorial. =-))
Hmmm, I have one further question about the Events system (sorry if it's been answered below). Say I have a prefab, e.g. a Wave gameobject, and at runtime I instantiate 10 Wave's, each with its own ID. In my system, other gameobjects are only supposed to observe one of the 10 Waves at a time. Is this only possible with GameObject.Find("Wave" + ID).GetComponent(), etc, etc? Or would such a thing be possible with delegates and the events system? Thank you in advance!
THANKS! Great explanation and presentation, subscribed! This video really helped me with my studies.
Wow, thanks a lot for this video! The best explanation about event system with C# I've heard. Keep going, dude. ;)
is very helpful. i watch so many video but your video is good explanation at all.
You explain very well and clearly. Thank you for the video!
If not for this video I still wouldn't be able to understand delegates haha xD Simply amazing, thank you so much!
You are the best. Thank you for the good lessons.
Absolute gold this vid! I for some reason always have some unity technologys which I fear to look into, because I think they are surely hard... And when learning them, they are just super useful. Like this one! Finally using Actions and it is such a bless, thank u😘
Вау! Это действительно очень простое и понятное видео. Спасибо Вам за это :)
Clear explanation, complete, great video, thank you!
This is what I've been looking for! I've been wondering how to create a weapon system and don't know which path to take with the ammo count and circle ammo ui bar communication since anything is possible but with a messy approach. I want to grasp delegate and events. Just listening to the first parts make me think the video is so friendly to beginners.
Delegates are definitely the way to go! I'm glad the video was useful!
@@OneWheelStudio Thank you very much for a great video! I would like to see a summary of topics in unity scripting video like a lesson plan but that is impossible because there is a lot to talk about! Again, thanks for the tutorial!
Do you mean something like an outline at the start of the video?
@@OneWheelStudio It is like a list of intermediate concepts in unity scripting but abstract and is just a general road map on what to learn next. Because it might be easy for someone to have an idea to learn singletons first before comand pattern then next is x, y, z... topics. Just a what to learn next approach.
Woohoo this is super precise and informative! Through your video I'd attained 90% clarity, with the remaining 10% that is still puzzling me is the "Eventhandler" and the "Eventargs", much appreciated if you can explain their usage within the Event System context.
Hmm. I honestly didn't dive that deep. But could be a good follow up video!
@@OneWheelStudio Thank you and appreciate your reply!
Thanks for Tutorial Video, very easy to understand !!
Thank you so much for this video. So clear and concise!
For those who like written tutorials - Observer Pattern Blog Post: onewheelstudio.com/blog/2020/7/24/observer-pattern-c-events
congrats, very useful, very well explained!
incredible video thx a lot ! So much things make so more sens now.
Wow! Such a clear explanation!
Thank you so much
Other videos are mad confusing
Great video and explanation!
excellent overview, thank you!
so amazing to understand observer pattern
thanks
Thank you so much, You explained in very well.
What if I want multiple classes could invoke the same event? Should I use a pure delegate (not event and not Action)?
Yep. If you need that functionality just leave off the event keyword.
Awesome explanation! Thanks
The Best Video about Event . TNX
Thanks man i really understand it now
Awesome explanation
Very good video. Thank you.
this is a great tutorial, thanks
Such a good video. You are amazing!!
I somewhat get the concept but still can't understand the implementation so in the CritterDisable class you use Ondisable function to invoke whenever the object is disabled but are you disabling the Scoredisplay to unsub as well? I mean I get it almost every single example has OnDisabled and On Enabled function but what are we really disabling in order to unsubscribe is it just convention? that part confuses me. Second part that I don't understand Is all the functions subscribed to event called at the same time, or is there one main function that gets triggered when subbed functions called by their own? if so...(brain melts) anyway I give up :) I think this is one of those limits that I have but thanks your video was the clearest explanation among the tuts I've seen.
This is definitely not an easy pattern to grasp and the notation and implementation is about as clear as mud until it clicks - I found it really helpful to make a video about it ;)
In all seriousness, the unsubscribing in an disable function is to prevent errors from being thrown. If you don't do that and the object is destroyed an error will be thrown when the delegate/event/action is invoked because the object that is subscribed is null (i.e. destroyed). Using the OnEnable and OnDisable to subscribe and unsubscribe is a way to ensure that when the object is on it's subscribed and vice versa.
If you have multiobjects (functions actually) subscribed to an event they get called in the order that they subscribed. It is very hard or nearly impossible to control the order that they are subscribed and thus called. I think of a delegate as a list of functions. When an function is subscribed it gets added to the list. When the delegate is invoked it simply goes down the list and calls each function in the list - I envision a for or foreach loop iterating through the list of functions.
Lastly, on the critter script the reason the "critter kill" action is invoked in the OnDisable is because when the critter is killed it's turned off. So invoking the action there is the "safest" way to ensure that it gets called when the critter dies. It could also be called by the object doing the killing, but for me that's not a super clean implementation. This way no matter how the critter "dies" or is turned off the action is invoked.
Hope that helps a bit :)
@@OneWheelStudio Thanks a lot definitely helps a lot it cleared out lots of questions I had, still confused about subscribing and who is doing the listening but that's on me :). also one last question for the last part of the video you declare the critter kill action in critterdisable class, wouldn't it be better approach to declare it from the showscore class (since its managing the UI related stuff) and subscribe to that event from the critter because lets say we have other type of enemies to kill wouldn't it create more separate actions to subscribe for Showscore class?
Hey, wanted to say that this video has been very helpful for me so far, I've been getting back to this video frequently
Now, recently I noticed something about actions which I think might have been a big misunderstanding on my part. Whenever I heard that they helped in decoupling the code I thought that meant that if I called an action on a class, eventual errors on other classes that were listening to the action would not pass on to the class calling the action, but I see now this is not the case. In my game I have a static action called by the enemies when they die, and the UI is listening to this. What happened is that when there was an error on the UI itself when trying to execute on the listened action, this error would propagate back to the enemy, which in turn would not die because it got an error before the destroy gameobject line.
So I wanted to ask, is there an implementation for the observer pattern which stops the error from propagating back?
I'd want to see the code! An error in the listener should not cause the event sender to stop functioning. Unless the event sender is also dependent on the listener. Which is definitely an issue and sounds like a problem.
Basically, events should be "fire and forget" meaning whoever is invoking the event doesn't care if anyone is listening. If that's not true then I'd argue it may not actually be the "observer pattern."
Happy to take a look at the code. Jump over to the OWS discord (link in the description) and ping me.
I think your code execution simply stops because of the error, so it doesn't continue with the enemy. Sounds simple but you need to make sure there are no errors in your UI (or anywhere else). You can use things like null checks (with debug warnings) to account for unexpected behavior so at least it doesn't break the code execution.
I've been working on a game for a year and the coupling has gone out of hand. I've been trying to understand the observer pattern for a few months and I think the critical issue for me was public static variables. I have a CS degree and they drilled into us never to use public or static variables. My project references every other class directly, which has turned into a nightmare for super classes like the game controller or UI.
Your video really helped me understand actions and events. I'm going to rewrite my project with this pattern.
Thanks for your nice video. It help me a lot .
It was indeed interesting and useful, thank you =)
Great Video!
Great explanation, I've been using observer pattern quite often now...but I still suffer from understanding one simple thing: what is the actual difference between writing "public static event Action OnThisThingHappen;" and "public static Action OnThisThingHappen;" The last one is without "event" keyword. I use both and cannot se the difference... What's the practical benefit of using "event" in this specific case? (given that there is already an "Action" which does the same thing as for me)
The keyword "event" puts restrictions on what other classes can do with the action. Without the event keyword other classes could invoke the action - which I generally don't like. Also other classes can assign a function, not just add/subscribe a function, to the delegate this would effectively unsubscribe all other functions. Again, not something I want to have happen.
@@OneWheelStudio Great explanation which certainly makes sense!
i think i have only one remaining cell but the thing im sure of that this cell have finally understood delegates and events
Congrats! u have won a subscribe :P
i seldom write comments but you deserve one :)
Good video, thanks.
is this the observer pattern or the publisher-subscriber pattern? You mention broadcasting which made it sound more like the latter.
Really we should watch you then Sebastian thanks :D
This makes perfect sense but I have one question. Should you only use events if the event has more than one function subscribed to it? As in, if the event is raised and is only calling one function when doing so would you not be better off just calling that function seperately in another class through a reference or static call? Please answer because I'm working on a team with a few others and I'm using events to call single functions. The only explanation I can give to them why I'm doing so is because of tidyness and so that I don't run into spaghetti code. However, they disagree and think using events in this way just over complicates things.
Hey there. Maybe this will help?
At the end of the day events are all about de-coupling code which is huge if a project grows beyond a small prototype. I'd argue even a small game jam prototype is big enough to benefit from events.
Sure, if only one function is currently subscribed that might feel like extra work to add events. But is it? If you call a function on another object it needs to be public. It can be static but that doesn't always work for a given situation. It can often require many variables to be static or janky hacks. Having too many public functions is NOT awesome and can cause headaches and more work down the road. Things should only be public only if they NEED to be public. If the function isn't static then you have to get and often cache a reference to the object that has the function. Yuck! I avoid this whenever possible.
Notice above I said functions "currently" subscribed. Events are amazing time savers when you have a new idea or create a new system and discover it needs to have a connection to an older system. Adding features is SOOO much easier if you are using events. Simply subscribe to what events matter and you are done. You've add a new mechanice or system and none of the old systems care. No changes to old code needed. That is unless you don't have events in which case you have to go edit old code and find the right place to call the public function on the new system. Are you really telling me no one is going to try to add a new idea. I call BS.
Same idea in reverse if you rip out a system. If you are calling public functions on that system you now have errors to clean up. If you were using events - it's generally way less of an issue.
Events and other programming patterns aren't always about what you NEED right NOW but are about future proofing your code and making tomorrow's programming easier even if that means today's programming might be a tad slower. 100% folks can over engineer code, but using events is not one of those instances.
All that said, events can go to the dark side. If you have events that call functions that also invoke events than call functions that invoke the original event. Yikes! I've been there. Death loop!!! The other potential issue is you can't realistically control the order that functions subscribe and thus get called. Both of these issues, in my experience, can be engineered around or avoided with well thought out structure.
Hope that helps. If it doesn't... Call them big dummies and tell them your dad can beat up their dads. I guess I'm feeling sarcastic?
@@OneWheelStudio thanks so much for your answer, it has really helped a lot!:) Basically I have a singleton class that contains all my events. I then have subscriber classes that add their functions to these events. Finally, I have additional classes which actually call the functions from the main singleton class which raise the said events.
My team doesn’t like the fact that they have to jump between different scripts to figure out how everything works. So I’m wondering if that’s expected when working with events or if I’m using too many classes and just following the observer pattern incorrectly. Any feedback is much appreciated by the way:)
I am relatively new to using events and do like them as I have ran into spaghetti code before and they really seem to prevent it from forming.
Okay, that does sound a bit complicated and I think misses out on the de-coupling that is possible. In my opinion the events should be in the classes that would invoke them. For example, if there is an EnemyDies event it should be in an enemy class. Subscribers to this event (UI or SFX for example) then directly subscribe to the static event of EnemyDies in the Enemy class.
No singleton. No functions to invoke.
The Enemy class is fully 100% in charge of when that event gets invoked. This is a key reason to use the event keyword - only the class with the delegate can invoke it. Wrapping an "event" in a public function defeats some of that purpose. It can also be a good practice to send a reference to the invoking class with the delegate. This way when EnemyDies is invoked all the subscribers can check which enemy or what type of enemy died (if necessary).
@@OneWheelStudio Thankyou so much for your feedback! This makes a lot of sense. From now on I’ll definitely use them in this way instead:)
great video, I have a silly question though, why would you want an Action or Event to be static if they already broadcast and any subscriber can subscribe to it without them being static? I am not getting that
Being static means there is only one action/event of that name. It also makes them easier to access as you don’t have to get a reference to a particular object.
There are cases where I have made actions not static. That was when I wanted a particular object to broadcast or I wanted to subscribe to a particular object. For example I had a bunch of spaceship chunks and I wanted to know when A particular one was damaged.
@@OneWheelStudio Thank you for your reply, I can't wrap my mind around it, why would you want to access the Action? I thought the whole idea of using an Action or Event is they broadcast to subscribers so subscribers don't have to access it! no ? I apologise I am new to this , can you give an example when you would want to access an Action ... thanks a lot
@@Berndr I should have said "subscribe" instead of "access."To be clear, making an action non-static is something I very rarely do and coming up with a decent example isn't easy.
A key piece here (I think) is understanding what the keyword "static" does. If an enemy script has a static variable for health, then all the enemies share that variable or in other words have the same health. If the variable isn't static (which would be the normal way) then each enemy would have it's own health.
It's similar with actions. Let's imagine you have a game where you wonder around and "make friends" and you want to stay up to date with what's going on with your friends. So when you meet a new friend you subscribe to some of their actions for example "ateGoodMeal" or "madeNewFriend." Also imagine that the function that is subscribed simplify prints out a message or provides some notification.
If this action was static then whenever ANY possible friend, even if you haven't met them, in the entire game ate a good meal the message would print out. You know someone had a good meal, but not who or even if they are your friend. Not the best, potentially confusing and maybe almost useless.
Now if that action isn't static, then you're subscribed to the action from YOUR friend. Which means you will only get notifications or messages when YOUR friends have a good meal. Much more useful!
This concept is not easy. Hope that helps a little. :) If not or you just have more questions come on by the OWS discord (link in the description).
@@OneWheelStudio Thank you so much, that makes much more sense!
well explained
Doesn't the use of static vars lead to more memory issues?
Hello, what about if you want to trigger your events "deferred", like in the "on lateupdate" unity frame event, instead of triggering everything instantly?
Thanks for your great video and effort!
If I understand what you're asking, you can invoke a delegate/event anywhere - if there are limitations such as in constructors or such I'm not aware. So invoking can certainly be down in Late Update - I haven't tried it, but I would assume it would work. Please let me know if it doesn't! :)