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Concepts

github-actions[bot] edited this page May 3, 2026 · 3 revisions

Concepts

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This section explains the core concepts behind DxMessaging. Concepts are the foundational ideas and mental models that inform how you design and structure your messaging -- understanding these will help you make better architectural decisions and avoid common pitfalls.

Start Here

  • Mental-Model -- How to think about DxMessaging. Covers the philosophy, the three message types with analogies, tokens and lifecycle, and when to use what. Read this first.

Core Concepts

  • Message-Types -- The three categories (Untargeted, Targeted, Broadcast) with code examples and decision guides.

  • Targeting-And-Context -- How DxMessaging uses GameObjects and Components as message context, and the role of InstanceId.

  • Listening-Patterns -- All the ways to receive messages: targeted, untargeted, broadcast, and "without targeting/source" patterns.

  • Interceptors-And-Ordering -- Control message flow with priorities, post-processors, and interceptors.

Quick Reference

Concept One-Line Summary
[[Mental-Model Mental Model]]
[[Message-Types Message Types]]
[[Targeting-And-Context Targeting]]
[[Listening-Patterns Listening]]
[[Interceptors-And-Ordering Ordering]]

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