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This question was closed Aug 04, 2020 at 02:32 AM by harperrhett for the following reason:

Question is off-topic or not relevant

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Question by harperrhett · Apr 29, 2020 at 01:52 AM · eventeventsystemactivecallinginactive

Why are Unity events so special?

Hi, I was looking into a problem in my code and I came across a thread that talked about events. Then I looked up events, watched a few videos, read some forums, and I'm baffled about what's so special about them... What's the difference in between declaring an event and initializing a public variable, putting an if statement in update, and calling a function there? I've just heard a lot of people like them.

The problem that I've been dealing with, and wondering if it would be easier to fix with events, is as follows: I have a bunch of enemies in my scene that don't do anything until a certain amount of enemies have already been killed. I wanted to make them inactive until they need to be present to cut down on checking for collisions, rendering, etc.

Thanks in advance!

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Answer by Cuttlas-U · Apr 29, 2020 at 05:07 AM

Hey; be events if u mean delegates , they are not for unity ; its a c# thing ;

but there is no need to use it ; just make a check function and each time an enemy die call it so u would have a nice checking ;

yousing events are more clean but they have their own cost like subscribing and unsubscribing or data got stuck in memory etc ...

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