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Spoke - Reactive Framework

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Spoke - Reactive Framework
§ 02The data

No recorded changes yet.

§ 03About this asset
Spoke is a reactive framework for simulated worlds. It's designed for complex games with nested, entangled, and long-lived behaviours. What's a long-lived behaviour? Logic that activates on one frame and deactivates on a later frame. Example: - When there is an incoming missile, play the missile alert sound; when there isn’t, stop it. - Only play the missile alert sound when the sensor systems aren't damaged. This example is only two levels deep. Spoke can manage many more levels and stay clear, cohesive, and bug-free. What's inside? Spoke is a toolbox of composable reactive primitives: - Trigger - fire-and-forget events - State - reactive container for values - Effect / Phase / Reaction - self-cleaning blocks of logic - Memo - computed reactive value - Dock - dynamic attach point for effects The mental model is a tree of nested lifetimes. When state changes, subtrees hot-reload automatically: - Stale behaviour is disposed - New behaviour is set up - Persistent behaviour stays in sync with runtime state Spoke is free and open source. You can find the GitHub repo here.

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes Spoke - Reactive Framework?

Spoke - Reactive Framework is published by Micosmo on the Unity Asset Store.

§ 05Also marked down