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ExtendedEvents is an event system that allows you to setup and configure persistent event callbacks via the Inspector.

Based on UnityEvents it has fewer restrictions and allows you to serialize almost any method or data type.

1. Methods

ExtendedEvents supports any method or operator with up to 8 parameters (up to 7 for instance methods). Also supports instance methods defined on structs.

ExtendedEvents allows methods with any return type and allows the returned value to be used as a parameter in other methods.

2. Parameter Types and serialization

ExtendedEvents support methods that take any type as the parameters. It also allow to natively serialize following parameters:

bool, int, float, string, types derived UnityEngine.Object and interfaces defined on those types, enums, uint, LayerMask, Vector2, Vector3, Vector4, Color, Quaternion, character, Type, Rect, AnimationCurve, Gradient.

ExtendedEvents also allows users to create their own serializers and PropertyDrawers to serialize any type (such as custom structs or classes).

3. Multiple callback types

ExtendedEvents allows to create multiple callback types in a single event object. (for example if you want to have both “OnTriggerEnter” and “OnTriggerExit” callbacks on the same event object).

4. Invoking with a Custom argument

ExtendedEvents allows methods to be invoked with a custom parameter (such as Collision for OnCollisionEnter/Exit or Collider for OnTriggerEnter/Exit messages).

5. Timeline, coroutines and iteration

ExtendedEvents allows methods to be invoked with a delay and it also can start/stop a coroutine without using a separate method

ExtendedEvents also allows user to invoke an event on an enumerator (including lists and arrays).

6. Custom ParameterDrawers

ExtendedEvents allows user to define custom parameter drawers for any parameter on any method. PropertyDrawers can also be used for method parameters.

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Click download now to get access to the following files:

Extended Events.unitypackage 68 MB

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