# Emit

> Sends a fire-and-forget message to all ChannelClient s connected to the "events" route.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.MPE](/engine/6000.6/script-reference/unityeditor/mpe.md)
* **Assembly:** UnityEditor.CoreModule

## Emit(string, Object, int, EventDataSerialization)

Sends a fire-and-forget message to all [ChannelClient](/engine/6000.6/script-reference/unityeditor/mpe/channelclient.md)s connected to the "events" route.

```csharp
public static void Emit(string eventType, object args = null, int targetId = -1, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The message's type name.**** (\[Object]\(https\://learn.microsoft.com/dotnet/api/system.object)): The arguments sent with the message.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices.**** (\[EventDataSerialization]\(/engine/6000.6/script-reference/unityeditor/mpe/eventdataserialization)): Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports [JsonUtility.FromJson](/engine/6000.6/script-reference/unityengine/jsonutility/fromjson.md).

## Emit(string, Object\[], int, EventDataSerialization)

Sends a fire-and-forget message to all [ChannelClient](/engine/6000.6/script-reference/unityeditor/mpe/channelclient.md)s connected to the "events" route.

```csharp
public static void Emit(string eventType, object[] args, int targetId = -1, EventDataSerialization eventDataSerialization = EventDataSerialization.JsonUtility)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The message's type name.**** (\[Object\[]]\(https\://learn.microsoft.com/dotnet/api/system.object)): The arguments sent with the message.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): When you send the event to a specific connection, this is the connection ID. By default it is set to -1, which sends the message to all other EventServices.**** (\[EventDataSerialization]\(/engine/6000.6/script-reference/unityeditor/mpe/eventdataserialization)): Specifies how to serialize the request's arguments. This can be standard JSON, or JSON annotated with JsonUtility. You can use the latter to convert the argument to a concrete Unity object that supports [JsonUtility.FromJson](/engine/6000.6/script-reference/unityengine/jsonutility/fromjson.md).
