Skip to content

Concepts

github-actions[bot] edited this page Jan 30, 2026 · 3 revisions

Concepts

.. | ..-Getting-Started-Getting-Started


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 — Deep dive into Untargeted, Targeted, and Broadcast messages 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]]

Related Sections

Clone this wiki locally