Version: Unity 6 Preview (6000.0)
Language : English
Order of execution for event functions
Code reload in the Unity Editor

Inspector-configurable custom events

Unity provides the UnityEvents API as a Unity-specific alternative to standard C# events and delegates. The main advantage of Unity events over standard C# events is that Unity events are serializable, meaning you can configure them in the Inspector window.

A UnityEvent can be added to any MonoBehaviour and is executed at runtime like a standard C# delegate. When a UnityEvent is declared in a MonoBehaviour it appears in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
window where you can define callbacks that persist between Edit time and runtime.

Unity events have similar limitations to standard C# delegates:

  • They hold references to the target object, which stops the target object being garbage collected.
  • If you have a managed (C#) UnityEngine.Object as the target and the unmanaged (C++) counterpart object has been destroyed, the callback will not be invoked. Refer to Null references for more context.

Configure Unity events

Prerequisites

  • Create a MonoBehaviour script which includes using UnityEngine.Events
  • Declare at least one field of type UnityEvent

Configure callbacks in the Inspector window:

  1. Select the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
    See in Glossary
    with the script component that contains your declared UnityEvent field(s).

  2. Click the + button under the name of an event to add a slot for a callback.

  3. Select the UnityEngine.Object you want to receive the callback. You can use the object selector or drag and drop an object into the field.

  4. Select the function you want to be called when the event happens. The dropdown selector is populated with filtered lists of appropriate methods available on the GameObject and its components.

  5. Repeat steps 1–4 as required to add additional callbacks for the same event.

Configuring callbacks for events called Trigger Entered and Trigger Exited in the Inspector window
Configuring callbacks for events called Trigger Entered and Trigger Exited in the Inspector window

Static and dynamic calls

When configuring a UnityEvent in the Inspector window there are two types of function calls that are supported:

  • Static calls are entirely preconfigured at authoring time, with their target and parameter values defined in the Inspector window. When the callback is invoked, the target function is invoked with the parameter values defined in the Inspector. This is appropriate for values that won’t vary at runtime, for example when you want to decrement a health value by a set amount every time a particular collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
    See in Glossary
    occurs. Statically bound functions appear under Static Parameters in the function selection list.
  • Dynamic calls are invoked programatically from your code, with parameters matching the type of UnityEvent being invoked. This is appropriate for values that vary at runtime, for example a float representing a variable amount of damage that a character sustains on each attack. The UI filters the callbacks and only shows the dynamic functions with signatures that are valid for the type of UnityEvent. For example, if you have a UnityEvent<string>, the function selector lists any functions that accept a string parameter under the Dynamic string header.
Choosing between static or dynamic functions whose signatures match the event type in the Inspector window
Choosing between static or dynamic functions whose signatures match the event type in the Inspector window

Generic support in UnityEvents

By default a UnityEvent in a Monobehaviour binds dynamically to a void function. But you can create a UnityEvent with up to four generic type parameters as shown in the following example:

using UnityEngine;
using UnityEngine.Events;

public class GenericTest : MonoBehaviour
{
    public UnityEvent<int, int, bool, string> myEvent;
    
    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        if (myEvent == null)
        {
            myEvent = new UnityEvent<int, int, bool, string>();
        }
        myEvent.AddListener(Ping);
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.anyKeyDown && myEvent != null)
        {
            myEvent.Invoke(5, 6, true, "Hello");
        }
    }

    void Ping(int i, int j, bool print, string text)
    {
        if (print)
        {
            Debug.Log("Ping: " + text + i + j);
        }
    }
}

Additional resources

Order of execution for event functions
Code reload in the Unity Editor