-
Notifications
You must be signed in to change notification settings - Fork 196
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Event driven design #39
Comments
I think we probably will implement this soon. Going to look at using UnityEvents instead though, they seem pretty nice. |
Great. Looking forward to upcoming updates. Do you have any plans of a slack channel to be able to expand the community around this? |
I started implementing some events like this for item attachment/detachment too (eg omgwtfgames/NewtonVR@e4bf5ed...feature/onattach-events ). It's not yet cleaned up as a proper pull request though since I haven't done things consistently - I started by using plain old delegate events on AttachJoint but then used UnityEvents on InteractableItem. I think UnityEvents is probably the better option since the Inspector integration can be useful and I don't see any significant disadvantages. Some discussion about how we should implement this consistently across the library would be good. |
Yeah this is 100% needed. I had a bunch of this setup for my old hand control library that I'd like to move over to this. |
Another nod for this. I use UnityEvents heavily in my own script framework - they are incredibly useful! Can hook up simple behaviours in the inspector without compiling. Very convenient when adding general polish and effects too. |
Closed, see Trello card (https://trello.com/c/OI53wkQo) |
Event driven design should be implemented to all controls.
For example in a slider:
The text was updated successfully, but these errors were encountered: