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1 |
| -# Index |
| 1 | +# Unity simple notifications |
2 | 2 |
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3 |
| -- table of contents goes here |
| 3 | +Simple but powerful UI notifications package for Unity game engine. |
| 4 | + |
| 5 | +- [How to use](#how-to-use) |
| 6 | +- [Performance and thread safety](#performance-and-thread-safety) |
| 7 | +- [Configuration](#configuration) |
| 8 | + |
| 9 | +<!-- toc --> |
| 10 | + |
| 11 | +## How to use |
| 12 | + |
| 13 | +1. Right click scene hierarchy |
| 14 | +2. Click UI/Notifications |
| 15 | + |
| 16 | + |
| 17 | + |
| 18 | +Now you can send Notifications from your script like this: |
| 19 | +```c# |
| 20 | +Notifications.Send("Hello world"); |
| 21 | +``` |
| 22 | + |
| 23 | + |
| 24 | + |
| 25 | +Specify type (changes notification color) and click events with optional parameters: |
| 26 | +```c# |
| 27 | +private void Error() |
| 28 | +{ |
| 29 | + Notifications.Send("Spooky error!", NotificationType.Error, OnClick); |
| 30 | +} |
| 31 | + |
| 32 | +public void OnClick() |
| 33 | +{ |
| 34 | + // Do something. |
| 35 | +} |
| 36 | +``` |
| 37 | +There is also async overload: |
| 38 | +```c# |
| 39 | +await Notifications.SendAsync("Warning!", NotificationType.Warning); |
| 40 | +``` |
| 41 | + |
| 42 | +## Performance and thread safety |
| 43 | + |
| 44 | +- Notifications are rate limited based on duplicates sent recently and max notifications queue length |
| 45 | +- Notifications can be send from another thread. Creating GameObjects still always happens on main thread |
| 46 | + |
| 47 | +Here is how it looks when billion notifications are sent simultaneously from another thread: |
| 48 | + |
| 49 | + |
| 50 | + |
| 51 | +Try it yourself! Code: |
| 52 | +```c# |
| 53 | +using UnityEngine; |
| 54 | +using System.Threading; |
| 55 | +using Group3d.Notifications; |
| 56 | + |
| 57 | +public class TEST : MonoBehaviour |
| 58 | +{ |
| 59 | + private void Start() |
| 60 | + { |
| 61 | + new Thread(() => |
| 62 | + { |
| 63 | + Thread.CurrentThread.IsBackground = true; |
| 64 | + var r = new System.Random(); |
| 65 | + int counter = 0; |
| 66 | + while (counter < 1000000000) |
| 67 | + { |
| 68 | + Notifications.Send($"Test {r.Next(0, 10000)}"); |
| 69 | + counter++; |
| 70 | + } |
| 71 | + }).Start(); |
| 72 | + } |
| 73 | +} |
| 74 | + |
| 75 | +``` |
| 76 | + |
| 77 | +## Configuration |
| 78 | + |
| 79 | +Confurable from the inspector: |
| 80 | + |
| 81 | + |
| 82 | + |
| 83 | +Custom notification prefab can be created and assigned in the inspector. If doing so, consider these things: |
| 84 | +- Prefab must have NotificationUI component (included in the package) |
| 85 | +- Prefab must have RectTransform component with anchors set to top-stretch |
| 86 | + |
| 87 | +If prefab is null, notification will be created dynamically. |
| 88 | + |
| 89 | +Optional Font parameter is only used when notification is created dynamically - if that is the only thing you want to change. |
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