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Concepts

Documentation Home | 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 -- 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 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