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¶
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Message Types -- The three categories (Untargeted, Targeted, Broadcast) 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