A zero argument persistent callback that can be saved with the scene.
using UnityEngine; using UnityEngine.Events; using System.Collections;
public class ExampleClass : MonoBehaviour { UnityEvent m_MyEvent;
void Start() { if (m_MyEvent == null) m_MyEvent = new UnityEvent();
m_MyEvent.AddListener(Ping); }
void Update() { if (Input.anyKeyDown && m_MyEvent != null) { m_MyEvent.Invoke(); } }
void Ping() { Debug.Log("Ping"); } }
| UnityEvent | Constructor. | 
| AddListener | Add a non persistent listener to the UnityEvent. | 
| Invoke | Invoke all registered callbacks (runtime and persistent). | 
| RemoveListener | Remove a non persistent listener from the UnityEvent. | 
| GetPersistentEventCount | Get the number of registered persistent listeners. | 
| GetPersistentMethodName | Get the target method name of the listener at index index. | 
| GetPersistentTarget | Get the target component of the listener at index index. | 
| RemoveAllListeners | Remove all non-persisent (ie created from script) listeners from the event. | 
| SetPersistentListenerState | Modify the execution state of a persistent listener. | 
| GetValidMethodInfo | Given an object, function name, and a list of argument types; find the method that matches. |