Mono Hooks save the effort of writing boilerplate code to raise Atoms Events from Unity's Event Functions.
A great use for Mono Hooks in our example would allow us to remove the
Harmful.cs script created earlier. We could instead attach a
OnTrigger2DHook.cs to the Harmful GameObject and toggle on
Trigger On Enter like this:
We could then create a Collider2DAction called
DecreasePlayersHealth.cs and add it to a Collider2D Event Reference Listener attached to the Harmful GameObject:
public class DecreasePlayersHealth : Collider2DAction
public override void Do(Collider2D collider)
if (collider.tag == "Player")
collider.GetComponent<PlayerHealth>().Health.Value -= 10;
There is much less code written and the responses can be edited in the Editor.
That is it! We have covered the most fundamental pieces of Unity Atoms and a way to use them with Unity's built-in functionality. You can get far with these alone, but there are many more features in Unity Atoms and the subpackages to explore.