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¶
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Message Types — Deep dive into Untargeted, Targeted, and Broadcast messages with code examples and decision guides.
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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.
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Interceptors and Ordering — Control message flow with priorities, post-processors, and interceptors.
Quick Reference¶
| Concept | One-Line Summary |
|---|---|
| Mental Model | Philosophy and first principles |
| Message Types | The three message categories |
| Targeting | GameObjects and Components as context |
| Listening | Ways to receive messages |
| Ordering | Priority and interception |
Related Sections¶
- Getting Started — Hands-on walkthrough
- Guides — Practical patterns and recipes
- Reference — API documentation