Documentation

This documentation helps you understand how to use UltEvents in your projects. You can read it from start to finish, or use it as a reference.

Quick Start

[SerializeField]
private UltEvents.UltEvent _MyEvent;
  1. To create an UltEvent: declare a serialized field in your script as shown above.
  2. Once you have declared your event it will show up in the Inspector for your script like a regular field so you can configure it to run code.
  3. To trigger the execution of the event, simply call _MyEvent.Invoke().

The UltEvents package includes a Documentation.url file to bring you here, or you can use the [?] help button in the top right of the UltEventHolder Inspector (or any of the other components) to open up its specific API Documentation page.

UltEvents vs. UnityEvents Compare the features of UltEvents with UnityEvents.
Usage How to add events to your scripts and trigger them.
Event Parameters UltEvents can have parameters which are passed in when invoking them.
Linked Return Values Using a value returned by one listener as a parameter in a subsequent listener.
Premade Event Scripts Standard scripts which trigger UltEvents using various MonoBehaviour event messages such as Awake, Update, etc.
Decorator Attributes Attributes you can use in code to alter the way things are displayed in Unity.
Context Menus The UltEvents Inspector has various context menu functions.
Configuring Events in Code Events are usually configured using the Inspector, but you can also set them up in code.
Change Log A list of all changes that have been made in each release of UltEvents.

If you think anything in this documentation is missing, incorrect, or unclear, please email mail@kybernetik.com.au. Any other feedback and suggestions are also welcome.