https://github.com/habibsaid/unity-custom-events-system
A flexible Custom Event System for Unity that extends UnityEvents by allowing multiple parameters of different types. Easily assign target objects, components, methods, and arguments directly in the Inspector using a clean ReorderableList UI. Great for prototyping and designer-friendly workflows.
https://github.com/habibsaid/unity-custom-events-system
custom-events-unity-tools editor-tool game-development unity unity3d-plugin unityevents
Last synced: 2 months ago
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A flexible Custom Event System for Unity that extends UnityEvents by allowing multiple parameters of different types. Easily assign target objects, components, methods, and arguments directly in the Inspector using a clean ReorderableList UI. Great for prototyping and designer-friendly workflows.
- Host: GitHub
- URL: https://github.com/habibsaid/unity-custom-events-system
- Owner: HabibSAID
- Created: 2025-08-16T13:50:22.000Z (3 months ago)
- Default Branch: main
- Last Pushed: 2025-08-16T14:08:17.000Z (3 months ago)
- Last Synced: 2025-08-16T15:32:48.390Z (3 months ago)
- Topics: custom-events-unity-tools, editor-tool, game-development, unity, unity3d-plugin, unityevents
- Language: C#
- Homepage:
- Size: 76.2 KB
- Stars: 0
- Watchers: 0
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# Unity Custom Events System
A flexible **Custom Event System for Unity** that extends the functionality of UnityEvents.
Unlike UnityEvents, which are limited to a single parameter, this system allows you to invoke methods with **multiple parameters of different types** — directly from the Inspector.
## ✨ Features
- 🎯 Works just like UnityEvents, but with no single-parameter limitation.
- 📝 Inspector UI with **ReorderableList** for easy event management.
- 🔗 Assign **Target Object → Component → Method** from the editor.
- 🔄 Supports regular parameter types (bool, int, float, string) as well as Unity object types (AudioClip, MeshFilter, Material, etc).
- ⚡ Lightweight, reflection-based method calling.
- 🧑💻 Designer-friendly and requires **no extra code** to set up.
## 🚀 Usage
You can simply declare a public CustomEvent myEvents; field in your MonoBehaviour.
==> From there, you can trigger and invoke any function directly — with support for multiple parameters — using an easy, Unity-Event-like inspector UI.