Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


UnityEvent

A zero-argument event callback that persists with the Scene and allows the registration of runtime and persistent listeners.
Read time 1 minuteLast updated 7 days ago

Definition

public class UnityEvent : UnityEventBase, ISerializationCallbackReceiver

Remarks

You can use this class to add runtime listeners or define persistent listeners in the Unity Editor. You can also use this class to manage callbacks for game events or UI interactions. This is particularly useful for game components to communicate without tight coupling. UnityEvent can also be awaited in any async method.

Examples

using UnityEngine;using UnityEngine.Events;public class ExampleClass : MonoBehaviour{ UnityEvent m_MyEvent; void Start() { if (m_MyEvent == null) m_MyEvent = new UnityEvent(); m_MyEvent.AddListener(OnEventTriggered); } void Update() { if (Input.anyKeyDown && m_MyEvent != null) { m_MyEvent.Invoke(); } } void OnEventTriggered() { Debug.Log("Callback executed"); }}

Constructors

Constructor

Description

UnityEvent()Initializes a new instance of the UnityEvent class.

Methods

Method

Description

AddListenerAdds a runtime listener to the UnityEvent.
InvokeInvoke all registered callbacks both runtime and persistent.
RemoveListenerRemoves a runtime listener from the UnityEvent.

Inheritance