Patterns - Observer (Unity) - 14

Publié le: 28 novembre 2025
sur la chaîne: RDragon
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Design Patterns: Observer in Unity and C#
​In this video, we explore one of the most popular behavioral design patterns—Observer. You'll learn how to eliminate rigid dependencies between classes and make your project architecture more flexible and extensible.
​In this episode:
​Real-Life Analogy: How a Newspaper Subscription Works and Why It's a Perfect Example of Observer [00:09].
The "God Class" Problem: A Bad Example of Item Lifting in a Game, When a Single Class Knows About All Services (Sound, UI, Quests, Effects) [01:11].
C# Implementation: Why the Standard Event and Delegate Are the Observer Pattern Out of the Box [03:20].
Classic Pattern: ISubject and IObserver Interfaces, Attach, Detach, and Notify Methods [04:09].
Modern Approaches in Unity:
Using Static Events (and Their Drawbacks) [05:41].
Implementation via Scriptable Objects (Event Channels) – Pros and Cons [10:55].
Dependency Injection via DI Containers (VContainer/Zenject) for Subscription Management [12:37]. What's up with UniRx? Why classic UniRx is considered obsolete and what's worth paying attention to today (R3 library) [09:59].
​The main advantages of the pattern:
​Low Coupling: Objects don't directly know about each other.
​Single Responsibility: Each class is responsible only for its own logic.
​Scalability: It's easy to add new listeners without changing the sender code.


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