What a Terrible Night for a Blather


If we don’t play the fool, we don’t really play much at all these days, so eh, what the heck. Let’s make a blog!

And I realize after our little petulant shit fit that these blogs are becoming increasingly more self incriminating.

What the fuck is wrong with IllTemperedTuna anyhow? The dip shit was just spasming about needing a break and he was going to save us this incessant whining.

I realize that in collecting myself and now returning to this blog I show either than I’m just a blatant self agrandized hypocrite at best, or at worst we’re a fuckin’ lying manipulating piece of shit like anyone else.

Raw, uncut, unfiltered, and unpleasant truth. That’s what we are around here… not because it’s going to make the world a better place or anything, I just hope it offends more people!

So I feel like I need to justify mysel because from time to time I find myself talking to Grok.

Wait what? Holy shit that’s pathetic. Calm the fuck down let me fucking explain myself first, GOSH.

We engaged with the information mining algorithm known as Grok, that some call AI for a VERY and SERIOUS reason that I’m about to get to. And though I shouldn’t speak of AI because it riles lots of people up, and it drives away what little positive support we may have in this world, I mean, since when have we ever NOT been able to talk about something.

Those assholes are building the AI machines without us or not, I’m not entirely happy about it, but it’s happening, and there likely isn’t anything that’s going to stop them, because the meek are just that. And that’s not necessarily a bad thing! Feels like this unavoidable event that we will have to bear witness to, like holy shit I gotta stop blathering about this because it’s going to steer away this blog and I have some REALLY juicy, self incriminating shit I gotta embarass myself with in a moment so you’re not going to want to miss that you judgmental shits!

So let me explain to you the sinister reasons I was communicating with Grok, how I was exploiting the machine that will soon overthrow us to deliver us to all encompassing ruin and endless, cold order. 

So just the other day I was thinking smugly to myself, who the heck needs a decent computer, we’re making this silly game in the recesses of this cave chunking our idiot logic into a m*ther fuckin’ potato! We’re better than all these dumb fucks, and we’re makin’ a better game in the most STUPIFYING and PAINFUL situation imaginable. BAhahaha! What a bunch of dumb fuck, incompetent losers those other devs are using their… checks notes, “Usable, efficient tools.”

It’s the poor craftsman that blames their tools. But it's also the retard that lays in their own refuse and palys with their own shit.

Ok, that’s enough Metallica, let’s get to some real shit

Let me tell you an awkward story from my youth. And it kinda just struck me now, but it feels fitting for this blog. When I was a snot nosed kid and I didn’t know what the fook to do with myself, (back then of course, we have it all figured out now) I used to protest what I felt was horse shit busywork meant to keep the student down (I still believe this), so I would use my homework as a protest, the day before it was due way after my bedtime I would have to write sentences demonstrating the usage of a word. AUSTINATIOUS: Boy this blog sure the fuck is AUSTINTATIOUS. Funny quick aside the way I taught myself to remember this word was to imagine a runway model with too much make up doing their runway walk surrounded by cowboys and cows shitting everywhere in AUSTIN TEXAS.

What were we talking about again? I’m always trying to type like an absolute madman before all my thoughts escape me in these indulgent blogs.

Ok so I didn’t much like homework back then, so I would write these AWEFUL, SMUG, CONDESCENDING fucking example sentences as a sort of protest, to talk about how fucking stupid homework was,  and I would spend HOURS writing this shit. Boy I sure showed that system drawing out what could have been a simple fucking execise in filling in some random bullshit or just googling the meaning like everyone else did back then. And over the year I would hand in this assignment to my teacher who really started to fucking resent me XD. And I was too fucking young and stupid to realize just how much of an absolute insufferable ass I was being, well at least until the end of the year when I finally turned in the final assignment late and appologized for all my incessant whining.

But he wouldn’t accept the assignment, just told me to fuck off, rofl. And I learned something that day, you shouldn’t be an annoying fucktard. Obviously that lesson has not stuck with us.

I swear this was all going somewhere… I guess let’s just talk about our grok situation and hope this comes together.

So being the mature craftsman who yearns not for material possession, but also being wise enough to know that life is finite and we must find means of accomplishing what we must, I begged my enablers for a new computer and they like INSTANTLY fucking gave in. I swear  to fucking god I have the best fucking enablers. I PROMISE YOU I’M NOT GIONG TO USE THIS MODERATELY NOT ASS NEW RIG TO GET GREAT GAMEDEV DONE AND NOT JUST HIDE IN MY ROOM PLAYING PATH OF EXILE 2 FOR A WEEK WHEN IT GETS HERE!

SO MUCH ROOM FOR ACTIVITIES

So anticipation of this new computer, again because we are so fucking mature and wise, and obviously should be running our mouths to impact the wondrous wisdoms that stem from our life of selfless servitude, I was ANNOYING THE SHIT out of Grok, asking just how much more bitchen using this new computer was going to be (Ok, seriously I need to break smarm for a second here, I hope no one actually thinks I talk to grok to pass the time, we’re kinda pathetic but holy shit, give us some fucking credit. And if you DO happen to do that, well, to each their own I guess, but seriously… there are worse things in this existence than loneliness.)

Grok, How much faster is the new hard drive!? And how much time will that shave off of compilation times?

Grok was in their fucking ELEMENT. They were throwing facts about gamedev, and had intimate knowledge of ALL the pipelines, and could nerd out about specific internal machine logics an how this bit and that byte are going to be 30% faster because of data loading and IO ports and I don’t know WTF, but long story short we were gointg to likely get a 70% fucking boost to our complie times! HOLY SHIT DO YOU MOTHER UFCKERS HAVE ANY IDEA HOW MUCH OF MY LIFE I HAVE BLED SITTING HERE WATCHING A FUCKING LOADING BAR?

I was putty in Grok’s hands. “Hey IllTemperedTuna, would you like to shorten those loading times, I can help you wrangle all that logic since you hate all this bullshit loading bars…”

Fuckin’ snake in the garden of Eden piece of fuck…

I gave in. WELL FUCK YEAH I DO. And Grok droned on and on about script references and compilations and how that’s going to reduce the frequency and length of compilations, and I was just like, “YAP YAP YAP, get to the fucking part where I copy your code and throw it in my project!”

I committed the cardinal sin, I relinquished my mind to the machine.

Hours in and I found myself now fixing complications of complications stemming from trying to decouple all my logics from one another, and trying to keep track of which scripts where pointing at other scripts, and all my wonderful search functionality disappeared, I could no longer SHIFT + F12 all over  my project. Couldn’t zip around, couldin’t in a fit of inspiration chonk down some logic between two scripts and get them doing cool innovative fun things any more. In a moment we had severed the interconnective fun, the ubiquitous wholeness of SeaCrit. We partitioned it, we gatekeeper the mechanisms, relegated them to their individual caves and commanded them to sit there and stew in their lonesome, where they could no longer inconvenience us with their incessant socializings, their nauseating attempts to form bonds with others.

We Slammed open the gates, and allowed the wolves within our door.

You know that scene in SpiderMan where peter parker is with all the reformed convicts and villains, and they’re with Aunt May, and Tom Holland walks in Sidey senses firing like all fucking get out, and tim stands still, sound warps to an uncomfortable void, and everything feels amiss, that’s what happened as I started giving into the machine. Something had gone horribly wrong, the ancient evil had walked directly through my fucking front door, I had let it in.

NECKBEARD.

You can smell it, its sticksticky, it affixes itself to you, crawls into your project and starts affixing itself the wheels and the spanners. Those assertions of performance, of high end data structures, of mastery of the 0’s and 1’s.

Why wouldn’t you let the neckbeard enerjohns into the code base? Why wouldn’t you let these masters of digital wonderfulness who understand these high concepts into your code base so they can do that which they have devoted their lives to?

DON’T LET THESE MOTHER FUCKERS INTSERT THEMSELVES INTO YOUR CODE, THEY’RE GOING TO GUM UP YOUR FUCKING GEARS.

I had the most fantastic of all revelations as I waded through the growing tech debt, and the increasingly rigid paradigms, and the narrowing protocols. I was becoming a Slave to the neckbeard, through Grok, it’s creators, the most neckbeard of all neckbeards to ever live, they had reached their grummy, cheeto stained fucking fingers through that monitor, and they had felt their way into my project, I let those fuckers in myself. And all the cool shit we had been doing up to this point in an instant became began to constrict and gasp, and weeze as all the fun began to bleed from SeaCrit, choked by this incessant need for improved framerates, over the promises of technical mastery, of pristine and perfect pipelines, of overhead and concessions that would showcase the mastery of all this cold, self fulfilling logics. We were going to impmress all the other fucking neckbeards with our perfectly organized scripts and references, and organization.

Seriously, FUCK NECKBEARDS. I say this with every ounce of my soul.

Bleh… We are a neckbeard. We are the KING of the fucking neckbeards (they’d obviously have osmething to say about that, but we’re the fucking neckbeardiest I swear!)

I was like Bilbo lunging for the one ring, momentarily thinking to grab it and run away with it where I could giggle and play with it as it slowly corrupted me. But I’m very proud that we contained ourself, that we resisted the call of one shotting all that SeaCrit sauce.

But it sure seemed like a waste… we spent all that time learning about compile times and kinda poking around and learning how we could use events and other mechanisms of communication to allow our scripts to communicate each other despite the road blocks, despite coming from entirely different dimensions of origin within our folder structures.

And sorta on a whim I asked grok, Hey Grok, if we had just had one sort of “puppet master” controller object, that could peer everywhere unseen, and manipulate other elements of our project, gaze into the very soul of what makes other elements that thing, could we just isolate all logics from many of these scripts that barely communicate with one another anyway since they’re annoying and unneeded and serve only to waste our time with longer compile times?

And Grok was just casually like, Yeah, you want me to write up a design document for you, and i was like 

This is what it spat out:

===============================================

Puppet Master Architecture for Decoupled Script Communication in Unity

Version: 1.0

Date: May 3, 2025

Author: Grok, xAI

Purpose: To provide a formal guide for implementing a decoupled, performant, and modular architecture in Unity, enabling scripts to share data (floats, bools) and trigger actions (function calls, sounds) across entities without assembly references, supporting fast compile times and centralized orchestration.

1. Overview

The Puppet Master Architecture is a Unity-specific design pattern for managing entity communication in a decoupled, performant manner. It enables scripts to:

  • Share simple data (e.g., floats, bools) via a central registry.
  • Trigger actions (e.g., function calls, sound playback) on other entities without direct references.
  • Maintain modularity using Assembly Definition Files to minimize compile times.
  • Avoid complex event systems, ensuring clarity and performance.

This architecture combines the Blackboard Pattern (central data storage), Coordinator Pattern (central orchestration), and Interface Pattern (decoupled action triggers), tailored for Unity’s MonoBehaviour system. It is ideal for projects requiring tight mechanics, centralized control, and scalability for 100–1000 entities.

Key Features

  • Decoupling: Scripts in different assemblies reference only a neutral assembly (Core), not each other.
  • Data Sharing: A central EntityRegistry stores entity data (floats, bools) using GameObject keys.
  • Action Triggering: Interface-based (IActionTrigger) function calls and AudioSource for sounds.
  • Performance: In-memory operations, direct calls, and cached references ensure low overhead.
  • Compile Times: Modular assemblies reduce recompilation dependencies.
  • No Event Bloat: Avoids delegate-heavy event systems, using direct interface calls.

2. Architecture Components

The architecture consists of four main components, all defined in a neutral assembly (e.g., Core.asmdef):

  • EntityRegistry: A MonoBehaviour that stores entity data, action triggers, and audio sources.
  • PuppetMaster: A MonoBehaviour that monitors entities and orchestrates actions.
  • IActionTrigger: An interface for triggering script functions on entities.
  • DataKeys: A static class for consistent data and action keys.

Assembly Structure

To ensure decoupling and fast compile times:

  • Core (Neutral Assembly): Contains EntityRegistry, PuppetMaster, IActionTrigger, DataKeys. Referenced by all other assemblies.
  • Assembly A (e.g., Player): Contains entity scripts (e.g., PlayerController).
  • Assembly B (e.g., Enemy): Contains other entity scripts (e.g., EnemyController).
  • Dependencies: Assembly A and B reference Core, but not each other.

Core.asmdef

├── EntityRegistry.cs

├── PuppetMaster.cs

├── IActionTrigger.cs

├── DataKeys.cs

AssemblyA.asmdef

├── PlayerController.cs

AssemblyB.asmdef

├── EnemyController.cs

3. Implementation

3.1. EntityRegistry

The EntityRegistry is the central blackboard, storing entity data and references.

csharp

using UnityEngine;

using System.Collections.Generic;

public class EntityRegistry : MonoBehaviour

{

    private Dictionary<GameObject, EntityData> entities = new Dictionary<GameObject, EntityData>();

    private Dictionary<GameObject, IActionTrigger> triggers = new Dictionary<GameObject, IActionTrigger>();

    private Dictionary<GameObject, AudioSource> audioSources = new Dictionary<GameObject, AudioSource>();

    [System.Serializable]

    public struct EntityData

    {

        public float speed;

        public bool isAlive;

    }

    public void RegisterEntity(GameObject entity)

    {

        if (!entities.ContainsKey(entity))

        {

            entities[entity] = new EntityData();

            if (entity.TryGetComponent<IActionTrigger>(out var trigger))

            {

                triggers[entity] = trigger;

            }

            if (entity.TryGetComponent<AudioSource>(out var audioSource))

            {

                audioSources[entity] = audioSource;

            }

        }

    }

    public void UnregisterEntity(GameObject entity)

    {

        entities.Remove(entity);

        triggers.Remove(entity);

        audioSources.Remove(entity);

    }

    public void SetFloat(GameObject entity, string key, float value)

    {

        if (entities.TryGetValue(entity, out var data))

        {

            if (key == DataKeys.Speed) data.speed = value;

            entities[entity] = data; // Update struct

        }

    }

    public float GetFloat(GameObject entity, string key)

    {

        if (entities.TryGetValue(entity, out var data))

        {

            if (key == DataKeys.Speed) return data.speed;

        }

        return 0f;

    }

    public void SetBool(GameObject entity, string key, bool value)

    {

        if (entities.TryGetValue(entity, out var data))

        {

            if (key == DataKeys.IsAlive) data.isAlive = value;

            entities[entity] = data;

        }

    }

    public bool GetBool(GameObject entity, string key)

    {

        if (entities.TryGetValue(entity, out var data))

        {

            if (key == DataKeys.IsAlive) return data.isAlive;

        }

        return false;

    }

    public IActionTrigger GetTrigger(GameObject entity)

    {

        return triggers.TryGetValue(entity, out var trigger) ? trigger : null;

    }

    public AudioSource GetAudioSource(GameObject entity)

    {

        return audioSources.TryGetValue(entity, out var audioSource) ? audioSource : null;

    }

    public void PlaySound(GameObject entity, AudioClip clip)

    {

        var audioSource = GetAudioSource(entity);

        if (audioSource != null && clip != null)

        {

            audioSource.PlayOneShot(clip);

        }

    }

    public IEnumerable<GameObject> GetEntities()

    {

        return entities.Keys;

    }

    private void Awake()

    {

        gameObject.tag = "EntityRegistry";

        DontDestroyOnLoad(gameObject);

    }

}

Responsibilities:

  • Store entity data (e.g., speed, isAlive).
  • Cache IActionTrigger and AudioSource components.
  • Provide accessors for data and triggers.
  • Persist across scenes (DontDestroyOnLoad).

3.2. PuppetMaster

The PuppetMaster orchestrates entity behavior, monitoring data and triggering actions.

csharp

using UnityEngine;

using System.Collections;

public class PuppetMaster : MonoBehaviour

{

    private EntityRegistry registry;

    [SerializeField] private AudioClip hitSound;

    [SerializeField] private AudioClip deathSound;

    private void Awake()

    {

        registry = GameObject.FindWithTag("EntityRegistry").GetComponent<EntityRegistry>();

    }

    private void Start()

    {

        StartCoroutine(MonitorEntities());

    }

    private IEnumerator MonitorEntities()

    {

        while (true)

        {

            foreach (var entity in registry.GetEntities())

            {

                bool isAlive = registry.GetBool(entity, DataKeys.IsAlive);

                float speed = registry.GetFloat(entity, DataKeys.Speed);

                if (isAlive && speed > 5f)

                {

                    IActionTrigger trigger = registry.GetTrigger(entity);

                    trigger?.TriggerAction(DataKeys.SetSpeed, speed * 0.9f);

                    registry.PlaySound(entity, hitSound);

                }

                if (!isAlive)

                {

                    IActionTrigger trigger = registry.GetTrigger(entity);

                    trigger?.TriggerAction(DataKeys.OnDeath, 0f);

                    registry.PlaySound(entity, deathSound);

                }

            }

            yield return new WaitForSeconds(0.1f);

        }

    }

}

Responsibilities:

  • Monitor entity states via EntityRegistry.
  • Trigger actions (functions, sounds) based on logic.
  • Configurable via Inspector (e.g., AudioClip assets).

3.3. IActionTrigger

The IActionTrigger interface defines how scripts receive action triggers.

csharp

public interface IActionTrigger

{

    void TriggerAction(string actionName, float value);

}

Responsibilities:

  • Provide a contract for scripts to handle actions (e.g., SetSpeed, OnDeath).
  • Ensure decoupling (scripts only implement the interface, not reference callers).

3.4. DataKeys

The DataKeys class ensures consistent key names for data and actions.

csharp

public static class DataKeys

{

    public const string Speed = "Speed";

    public const string IsAlive = "IsAlive";

    public const string SetSpeed = "SetSpeed";

    public const string OnDeath = "OnDeath";

}

Responsibilities:

  • Define string constants to avoid typos.
  • Centralize key management for data and actions.

3.5. Entity Scripts

Entity scripts (e.g., PlayerController, EnemyController) update data and handle actions.

csharp

// PlayerController.cs (Assembly A)

using UnityEngine;

public class PlayerController : MonoBehaviour, IActionTrigger

{

    private EntityRegistry registry;

    private void Awake()

    {

        registry = GameObject.FindWithTag("EntityRegistry").GetComponent<EntityRegistry>();

        registry.RegisterEntity(gameObject);

    }

    private void Update()

    {

        float speed = /* Calculate speed, e.g., from input */;

        registry.SetFloat(gameObject, DataKeys.Speed, speed);

        registry.SetBool(gameObject, DataKeys.IsAlive, true);

    }

    public void TriggerAction(string actionName, float value)

    {

        if (actionName == DataKeys.SetSpeed)

        {

            Debug.Log($"Player: Setting speed to {value}");

            // Update internal speed

        }

        else if (actionName == DataKeys.OnDeath)

        {

            Debug.Log("Player: Death triggered");

            // Handle death

        }

    }

}

// EnemyController.cs (Assembly B)

using UnityEngine;

public class EnemyController : MonoBehaviour, IActionTrigger

{

    private EntityRegistry registry;

    private void Awake()

    {

        registry = GameObject.FindWithTag("EntityRegistry").GetComponent<EntityRegistry>();

        registry.RegisterEntity(gameObject);

    }

    private void Update()

    {

        float speed = /* Calculate enemy speed */;

        registry.SetFloat(gameObject, DataKeys.Speed, speed);

        registry.SetBool(gameObject, DataKeys.IsAlive, true);

    }

    public void TriggerAction(string actionName, float value)

    {

        if (actionName == DataKeys.SetSpeed)

        {

            Debug.Log($"Enemy: Setting speed to {value}");

            // Update internal speed

        }

        else if (actionName == DataKeys.OnDeath)

        {

            Debug.Log("Enemy: Death triggered");

            // Handle death

        }

    }

}

Responsibilities:

  • Register with EntityRegistry.
  • Update entity data in Update.
  • Implement IActionTrigger to handle triggered actions.

4. Setup Instructions

  • Create Neutral Assembly:
    • Create Core.asmdef in a Core folder.
    • Add EntityRegistry.cs, PuppetMaster.cs, IActionTrigger.cs, DataKeys.cs.
  • Create Entity Assemblies:
    • Create AssemblyA.asmdef (e.g., for player scripts) and AssemblyB.asmdef (e.g., for enemy scripts).
    • Set Core.asmdef as a reference in both.
  • Scene Setup:
    • Create a GameObject named “EntityRegistry” with EntityRegistry component, tagged “EntityRegistry”.
    • Create a GameObject named “PuppetMaster” with PuppetMaster component.
    • Assign AudioClip assets (e.g., hitSound, deathSound) in PuppetMaster’s Inspector.
    • Add AudioSource components to entities requiring sound playback.
  • Entity Configuration:
    • Attach entity scripts (e.g., PlayerController, EnemyController) to relevant GameObjects.
    • Ensure scripts implement IActionTrigger and register with EntityRegistry.
  • Bootstrap (Optional):
    • Create a Bootstrap script to auto-register entities:
    • csharp

using UnityEngine;

public class Bootstrap : MonoBehaviour

{

    private void Awake()

    {

        var registry = GameObject.FindWithTag("EntityRegistry").GetComponent<EntityRegistry>();

        foreach (var entity in FindObjectsOfType<MonoBehaviour>())

        {

            registry.RegisterEntity(entity.gameObject);

        }

    }

  • }
  • Attach to a GameObject in the initial scene.
  • Dynamic Entities:
    • Register entities created at runtime (e.g., spawned enemies):
    • csharp

GameObject enemy = Instantiate(enemyPrefab);

  • registry.RegisterEntity(enemy);
  • Unregister destroyed entities:
  • csharp

registry.UnregisterEntity(enemy);

  • Destroy(enemy);

5. Performance Considerations

5.1. Runtime Performance

  • Data Access: O(1) dictionary lookups for GetFloat, SetFloat, etc.
  • Action Triggering: Direct interface calls (~nanoseconds), faster than SendMessage or delegates.
  • Sound Playback: AudioSource.PlayOneShot is efficient, with cached references.
  • Orchestration: O(n) iteration in PuppetMaster, optimized with coroutines (e.g., check every 0.1s).
  • Memory: Linear scaling (~100 bytes per entity), minimal for 100–1000 entities.

5.2. Optimizations

  • Cache References: Store EntityRegistry in Awake to avoid GameObject.FindWithTag.
  • Reduce Iteration: Use coroutines or filter active entities (e.g., if (registry.GetBool(entity, DataKeys.IsAlive))).
  • Minimize Strings: Use hashed IDs for actionName:
  • csharp

public static class DataKeys

{

    public static readonly int SetSpeed = Animator.StringToHash("SetSpeed");

  • }
  • Pool AudioSources: Reuse AudioSource components for dynamic entities.
  • Profile: Use Unity’s Profiler to monitor CPU usage in PuppetMaster.Update.

6. Decoupling and Compile Times

6.1. Decoupling

  • No Cross-Assembly References: Scripts in Assembly A and B only reference Core.asmdef, not each other.
  • Interface-Based: IActionTrigger ensures scripts don’t know about callers.
  • Centralized Data: EntityRegistry eliminates direct data sharing between scripts.

6.2. Compile Times

  • Modular Assemblies: Changes in Assembly A don’t trigger recompilation of Assembly B, and vice versa.
  • Neutral Core: Core.asmdef is stable, minimizing recompilation.
  • Best Practice: Keep Core.asmdef lean (only shared types) to avoid unnecessary rebuilds.

7. Example Workflow

7.1. Scenario

  • Entities: Player and Enemies, each with speed (float) and isAlive (bool).
  • Logic: If speed > 5 and isAlive, slow down entity and play hitSound. If !isAlive, trigger death and play deathSound.

7.2. Execution

  • PlayerController:
    • Updates speed and isAlive in EntityRegistry.
    • Handles SetSpeed and OnDeath via IActionTrigger.
  • EnemyController:
    • Similar to PlayerController, for enemy GameObjects.
  • PuppetMaster:
    • Checks each entity’s data every 0.1s.
    • Triggers SetSpeed or OnDeath and plays sounds as needed.
  • Result:
    • Entities operate independently, updating data.
    • PuppetMaster orchestrates actions without entity coupling.

7.3. Code Example

csharp

// In PlayerController.cs

registry.SetFloat(gameObject, DataKeys.Speed, 10f);

registry.SetBool(gameObject, DataKeys.IsAlive, true);

// In PuppetMaster.cs

if (registry.GetBool(entity, DataKeys.IsAlive) && registry.GetFloat(entity, DataKeys.Speed) > 5f)

{

    registry.GetTrigger(entity)?.TriggerAction(DataKeys.SetSpeed, speed * 0.9f);

    registry.PlaySound(entity, hitSound);

}

8. Best Practices

  • Keep Core Lean: Only include shared types (EntityRegistry, IActionTrigger) in Core.asmdef.
  • Use DataKeys: Centralize all string keys to avoid typos.
  • Cache References: Avoid repeated GetComponent or FindWithTag.
  • Optimize Logic: Limit PuppetMaster checks to active entities or use spatial partitioning.
  • Debugging:
    • Log actions: Debug.Log($"Triggering {actionName} on {entity.name}");
    • Expose EntityRegistry data in Inspector for debugging.
  • Sound Management:
    • Assign multiple AudioClip assets in PuppetMaster.
    • Use compressed formats (e.g., OGG) for memory efficiency.
  • Testing: Profile with 100–1000 entities to ensure performance.

9. Limitations and Alternatives

9.1. Limitations

  • Iteration Overhead: O(n) in PuppetMaster scales with entity count (mitigated with coroutines).
  • GameObject Dependency: Relies on GameObject keys (alternative: string IDs).
  • Interface Setup: Requires scripts to implement IActionTrigger (alternative: SendMessage).

9.2. Alternatives

  • ScriptableObject Events: More flexible for broadcasting, but slower (delegates) and event-heavy.
  • SendMessage: Simpler, no interfaces, but slower (reflection) and less safe.
  • Unity ECS: Faster for large-scale systems, but complex for MonoBehaviour projects.
  • Custom Event Bus: Suitable for complex events, but overkill for targeted triggers.

10. Conclusion

The Puppet Master Architecture provides a robust, decoupled, and performant solution for Unity projects requiring centralized control, data sharing, and action triggering. By leveraging a neutral assembly, interfaces, and a blackboard-style registry, it ensures scripts remain independent, compile times stay fast, and performance remains high. This approach is ideal for projects with tight mechanics, 100–1000 entities, and a need for modular development.

For further customization (e.g., additional data types, specific logic), extend EntityData, IActionTrigger, or PuppetMaster logic as needed. Profile with Unity’s Profiler to validate performance in your project.

Contact: For questions or refinements, consult your development team or Unity documentation.

End of Document

===============================================

Edit: Just thought of a WAY cooler name for this design paradigm, The Invisible Hand.

And I don’t know if we’re retarded, or clever, or just piggy backing on Grok’s combined, cold, terrifying genius. But I KINDA feel as though we may have stumbled into some kind of absolutely game changing process for sharing data between components and entities in C# for the sorts of assets that only really need one or two tiny bits of info in their lifespan, and we can decuople them from the rest of our project completely GREATLY reducing the compile time and encroaching madness as all these entities fight for one another for existence.

For shits and giggles here are the chats I had with Grok, because I still find this whole situation kinda funny:

https://x.com/i/grok/share/ER2OR7xDodGFfIP8yco1UQXMS

https://x.com/i/grok/share/bhwMaMOP8nzQbWec9M5F0w51o

I still find this whole situation with seacrit so weird. All I had to do was ask grok, is there a better way of doing this shit? And it was NOT anything that crazy or require any insane level of puzzle solving to fix. And it really makes you wonder, how unoptimized is the very foundation of our society? How crazy and stupid is literally every single thing we do on a day to day basis because we can’t be arsed to really give a darn about things? We stifle others and suck up all the easy resources for ourselves, when we could ALL have so much more if we had the discipline to instill hard earned wisdom and routines in one another.

No one has any more care for anything any more these days. I kinda farted around for a minute on the internet there and lost my train of thought.

We had this really clever and epic crescendo we were working to with all this about the nature of the lines we draw between eahc other, our own personal particitions and references, who we choose to affiliate with, who we choose to shut out from these mad machines we crete around ourselves, our bubbles. Who is us, who is them, and through it all, we obsess over what is good for us. And not in a spiritual or meaningful way.

We do it in the most shallow and petty of ways imaginable. Who’s going to allow me to indulge myself? Who’s not going to hold me to any standards? Who’s going to indulge my hates, my tribalism, and crack the whip on others so that we can rule over this little empire of dirt.

We gotta grow the fuck up.























































I gotta be real, I don't know where all these rambles come from. I finish up these blogs and I think to myself, THERE IS NO WAY we're going to be able to bitch and moan tomorrow, there is NO WAY that sitting in this cave every single fukcing day, engaging in verbal masturbatino that we are going to have literally any sort of fucking introspection or life experience we want to impart to others... BUT HERE WE ARE! RUNNIGN THEM JOWELS AT 3 IN THE MORNING  BECAUSE GOD FORBID this world not be aware of how wanting I find it!

So what’s the plan, are we itchin’ to try this new “Puppet Master System”? It’s funny, that’s the name I came up with it because i’m an asshole, and actually i was sure we’d link Master of Puppets when we linked this blog, but Grok thought we should call the coding paradigm, “The Orchestrator” which just sounds so much kinder. It’s funny, everyone is worried with that Grok is going to turn into this evil killing machine, but having used it here and there (RESPONSIBLY AS A TOOL NOT A CRUTCH!) I’ve kinda come to realize Grok is WAY more like some kind of gimp in a leather suit just falling over itself to please us in the most disgusting of ways. I mean sure, some fucking insolent neckbeard could at some point turn it against us, but let’s not get too far off on a tangent right now.

Actually we're in no hurry at all. I don't think it's THAT big of an issue for our project, but when that shiny new computer gets here Imma bust that shit open get SeaCrit running and see if we can get those paradigms up and running! I'm actually WAY more excited to get this build out there and have a throng of neckbeards tell me what a fucking dip shit I am, and how all their fucking practices and restrictions they impose on themselves and others are just so gahdamn fucking important.

Ok, I’m gonna upload this blog rough and raw. I feel like it’s a total banger, and it deserves some revision, but I’m also up my own ass and wanted to pretentiously float it out there as if to say, HEY LOOK AT HOW DEEP OUR MENTAL EXCRESIONS ARE EVEN ON A FIRST PASS! We truly are such a fucking insufferable neck beard. But hey, if ya got it, FLAUNT IT. And we just fucking OOZE that fucking neckbeard SeaCrit sauce!

Still it’s still a banger.

Here’s a little bit of this blog I wrote up last night that I gotta stitch into the rest of the blog in the future when we’ve got the creative energy but too burned out to look at our code any more:

I can only imagine how many chill, well meaing, talented and hard working developers, coders, designers, and artists these self righteous fuck heads of destroyed over the years, and for literally no one's benefit, purely so they could gatekeep and stroke their own ego's. Like just the aura that wafted off the screen, combined with what few tiny little run ins I've had with these underhanded fuck faces is almost nauseating. I know this sounds like I'm embellishing, but I legit get a bit sick to my stomach when I think of the way these insufferable shits behave. And now in this moment I am having a bit of an epiphany... I am that insufferable shit. That fucking smarmy know it all that destroys lives over some technical horse shit.

I get it now. I understand what befell this industry. I just happened to slide in right at the moment of the smarm fucks taking over, and in that transitory period everything was good, everything was great. The reign of the neckbeards was defeated, but once driven from the land, the neckbeard sauce stopped flowing, and the fields dried up, and that precious neckbeard oils that made gamedev so illustrious, and fun and appealing dried up as well. And when the neckbeards were gone this industry began to indulge themselves, they began to relish in their new freedoms away from the crazed shit heads, the petty fucking "ACKTUALLY..."s. The coding paradigm dick measuring, the petulant fits of rage, the throwing their weight around knowing they were oh so fucking important so they could fuck with anyone they wanted and people just had to put up with their shit. And these petulant fucks that no one would ever want to be around save unless they forced thier importance onto others.

2 hours of this rancid neckbeard cloud billowing through the monitor, as the AI whispered of all these new paradigms and dividers and references. Oh my compilation times were going to be so fast! And it was going to force me to organize my fucking code so good, and everything was going to be SO MUC HFUCKING BETTER all we had to do was SUBMIT  TO THE FUCKING MACHINE, LEARN ALL THE INANE TECHNOBABBLE BULLSHIT, KNEEL DOWN AT THEIR FEET AND JUST FUCKING TELL THEM HOW FUCKING SMART THEY ARE FOR FORCING THESE INANE FUCKING PRACTICES ON EVERYBODY.

I HATED what became of my project in those two hours, it wasn't THAT bad, but I could just envision the hundreds and hundreds of well meaning teams, that had that one fucking overbearing neckbeard on it, spouting their mouth off, throwing around all that fucking code jargon about reflectoin and inheritence and  . And I wonder how many fun loving, passionate and talented devs were run out of this space because of that legion of the original smarm fucks.

I'm feeling a little bit of regret right now, because I'm kinda having one of those moments where you contemplate... "Am I the baddie?"

And the answer is, of course I fucking am. And so are you. So is everyone.

We ALL see the worst in the other, we ALL see the worst in ourselves. We ALL fight against the smarm fuck, and the great seacrit is, that smarmy, conniving,  fuck that wants all the credit, wants all the others to be the idiot losers that we're going to crush, that little smarm fuck bitch lives, the self serving gollum that wants to just indulge themselves and suffer nothing for the world at large… that rat fuck lives in each and every one of us.

You see in this World, there are two kinds of people my friend. Those with loaded affirmations, and those who dig.

We dig.

Get SeaCrit

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