Stage 2 · Lesson 3 of 7
Components talking: references and C# events
scripts () talk to each other in three main ways. You can set a reference by dragging an object into a slot in the . You can call GetComponent to find another component on the same object.
Or you can use . A C# event or lets a component announce that something happened, such as health changing. Any number of listeners, such as the health bar and a sound player, can then react, and the sender does not need to know about them.
This keeps code decoupled (parts do not depend on each other), so you can add features without editing the player script. Subscribe to an event in OnEnable and unsubscribe in OnDisable. The next stage relies on this, when UI, audio and gameplay all react to the same events.
Common trapcalling GetComponent or Find every frame instead of looking up references once and storing them.
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Resources for this stage
Start with· follow one of these
- CourseFreeUnity Learn: Junior Programmer Pathway
Unity Technologies · Beginner
Unity's official free C# pathway, with small playable projects in every unit
- GuideFreeLearn C#
Microsoft · Beginner
Microsoft's free C# lessons, for the language itself when Unity code feels unfamiliar
Practise
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The exact order Unity calls Awake, Start, Update, FixedUpdate and the rest
- Game Programming PatternsGo deeper
Free book on the state, observer, component and other patterns games rely on