Tier 1 Series 6

6C: The Delegate Dispatch

Pilot Record
Student Profile
"Fiber optics carry signals faster than steel cables. UnityEvents are user-friendly (steel cables), but they are "heavy." For high-frequency signals like "Score Updated" (60 times a second), you need the speed of raw C# Delegates (Fiber Optics)."

The Concept: C# Actions

An Action is a pure C# delegate. It is lightweight, extremely fast, and perfect for code-to-code communication.

Speed: Faster than UnityEvents.
Code Only: Cannot be seen in the Unity Inspector.
Syntax: public static Action OnScoreChange;
Red Flag Detected

The AI Trap: "The Heavy Broadcast"

You ask the AI: "Create a system to update the score UI every time the score changes."

// AI-Generated Code: Performance Overhead
public UnityEvent<int> onScoreChange;

void AddScore(int amount) {
    score += amount;
    // Audit Fail: UnityEvents create garbage when invoked frequently.
    onScoreChange.Invoke(score);
}

This is "Performance Overhead." For a simple integer passing between two scripts, a UnityEvent is overkill.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Mechanic's Correction

Corrective Protocol
// Corrected: High-speed fiber optics
public static Action<int> OnScoreChange;

void AddScore(int amt) {
    score += amt;
    // The "?" checks if anyone is listening before sending
    OnScoreChange?.Invoke(score);
}
Your Pilot Command
> A skilled Mechanic directs the AI to use a static C# Action. You command: "Use a static C# Action for high-speed, code-only communication."
Next Mission
Static Interruption