A type-safe, lightweight event bus that enables decoupled communication between systems. Simple publish/subscribe workflow with no scene dependencies and easy extensibility.A lightweight, type-safe message bus system designed for clean, scalable Unity architecture. Built around the Open–Closed Principle, it lets you extend your project’s communication system without modifying existing code, making it ideal for both small and large projects.The workflow is simple and intuitive: define a message as a class or struct, implement IMessagingSubscriber with your chosen message type, and subscribe to it with full compile-time safety. When needed, create and dispatch message instances from anywhere in your codebase.This system removes tight coupling between components and eliminates the need for scene-based references or direct dependencies. Everything communicates through structured events, making your codebase easier to maintain, test, and expand over time.Key Benefits:Fully type-safe messaging systemDecoupled architecture with no scene dependenciesFollows Open–Closed Principle for easy extensibilityLightweight and performance-friendly designSimple publish/subscribe workflowScales naturally with project complexityPerfect for developers who want a robust event system that stays clean, flexible, and future-proof as their project grows.Event Bus / Message Bus patternGeneric messaging APIIMessagingSubscriber interfaceType-safe publish/subscribe workflowSupport for custom message classes and structsCentralized dispatcherO(1) subscriber lookup by message typeNo scene object dependenciesNo reflection required during message dispatchMonoBehaviour and non-MonoBehaviour supportAssembly Definition supportSource code includedNo third-party packages requiredAI has been used to help develop some parts of the code.




