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This question was closed Nov 29, 2014 at 06:53 PM by fafase for the following reason:

The question is answered, right answer was accepted

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20
Question by Helical · Nov 29, 2014 at 06:17 PM · editoreventexpose

How to expose UnityEvent in editor?

if I do this

 public UnityEvent myEvent;

it exposes it in the editor nicely. However.

 public UnityEvent<float> myFloatEvent;

does not get exposed. It claims in the lacking documentation that I should override this? I dont understand.

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Answer by Helical · Nov 29, 2014 at 06:37 PM

I have found the way.

first you have to define your own event type (which is just a basic public class). however the custom event type must inherit from UnityEvent, like so.

 [System.Serializable]
 public class myFloatEvent : UnityEvent<float>{}

then you can make variables from it, like so.

 [SerializeField]
 public myFloatEvent onChangeEvent;

then you can set it in the editor

alt text

and the last step is to actually Invoke it in your custom code, which was the entire purpose of it.

 onChangeEvent.Invoke(newValue);

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avatar image kurtdog · Apr 23, 2015 at 04:25 PM 2
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Spent a lot of time looking for a generic answer! Found out it's actually really simple:

public UnityEvent myEvent;// exposes event to the inspector //this will act just like the UI Button.OnClick in the inspector

void Some$$anonymous$$ethod() { myEvent.Invoke(); //call the event from the inspector }

avatar image Smily49 · Apr 21, 2018 at 11:07 AM 1
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Upvote since you know the way

avatar image hitoruna · Jun 29, 2018 at 05:24 AM 0
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Yes, you got the setText function added to the UnityEvent but is this setText a function without arguments? Because the event is UnityEvent here??

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