I'm trying to determine the best architectural approach for handling communication in Unity, specifically when the interaction is strictly one-to-one.
The Core Design Conflict
I have five crucial, scene-persistent services (e.g., AudioManager, SaveManager) that need to be accessed by nearly every other object in the scene.
My current approach is to implement these services as Singletons to allow for direct access (e.g., AudioManager.Instance.PlaySfx()).
Moreover, I have a (not singleton) gameobject (let's call it X) which has just a 1-to-1 communication with another (not singleton) gameobject (let's call it Y). In this case, I just assign a reference from the inspector. Y would be the only receiver of the event, so why not just doing something like yObject.foo(); inside X class?
However, some developers heavily advocate for using a decoupled Event System even for single-listener scenarios (e.g., raising an OnPlaySfx event that only the AudioManager subscribes to).
My position is that using events for one-to-one communication is unnecessary architectural overkill. Why introduce the complexity of an event system when a simple, direct method call on a Singleton (or gameobject in general) is cleaner and more explicit?
Here's the ScriptableObject I use to create events (this was given me by my professor, saying that he found it from a Unity book):
[CreateAssetMenu(menuName = "Events/Void Event Channel")] public class VoidEventChannelSO : ScriptableObject { public UnityAction OnEventRaised; public void RaiseEvent() { if (OnEventRaised != null) OnEventRaised.Invoke(); else { Debug.LogWarning("Void event has been raised but there is no UnityAction associated."); } } } If X has to raise an event E to Y and Z, then X, Y, Z must have a reference to E. For instance, X must do myEvent.RaiseEvent();.
Or if you don't want to assign the event from the inspector, you must use Resources.Load(...); to load the event (because it's an asset).
The Inevitable Exception
I recognize that events become necessary when direct referencing is impossible. For example:
- Prefab Communication: A script on a reusable Prefab X needs to send data to a static, scene-based GameObject Y (which isn't a prefab).
- The Problem: Since
Prefab Xcannot hold a hard reference toGameObject Yin the Inspector (asYmay not exist in every scene), events or global messaging become the only reliable way to connect them, short of using expensive methods likeGameObject.FindObjectOfType().
The Question
Is my thinking correct that direct access (via Singletons or Inspector references) is superior for high-frequency, one-to-one communication with stable services, and that events should primarily be reserved for scenarios where:
- Multiple Listeners are required (one-to-many).
- Decoupling is mandatory because a direct reference cannot be established (e.g., between an instantiable Prefab and a scene-only object).
FindAnyObjectByType()is a faster alternative toFindObjectOfType()for cases where you need it) \$\endgroup\$