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The components within the Third Person Controller are designed to be very modular. Donít want an object to have health? No problem, donít add the Health component. Or what if you donít want an object to respawn after it gets destroyed? Just donít add the Respawner component.
This modularity is achieved through events, schedules, and property/method sharing. In the case where one component requires another component, such as the CameraController requiring a CameraHandler, the two classes are as loosely coupled as possible. For this camera example, the CameraController is aware of the CameraHandler but the CameraHandler does not know about the CameraController.