unity-event

Inspect and manage persistent UnityEvent listeners on scene and prefab components.

Updated Jan 30, 2026
One-click install
npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-event-rayzerrek
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-event
Source: https://github.com/Rayzerrek/dotfiles/tree/main/.pi/agent/skills/unity-skills/skills/event
Command: npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-event-rayzerrek

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the manual friction of wiring UnityEvent callbacks in the Inspector and helps you manage serialized event listeners on components consistently.

Core Features & Use Cases

  • Inspect persistent listeners on UnityEvents such as button clicks and value changes.
  • Add, replace, remove, clear, copy, and retarget listeners while controlling call state and arguments.
  • Use it when you need editor-time setup for UI buttons, triggers, prefab events, or other serialized callbacks.

Quick Start

Use the unity-event skill to inspect the persistent listeners on the Button.onClick event for the selected GameObject and add the callback you want.

Frequently Asked Questions about unity-event

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add persistent listeners to UnityEvent callbacks in the Inspector?

Persistent UnityEvent listeners are added by specifying the exact GameObject, component, and target method, allowing editor-time callback wiring for UI buttons and toggles without manual script assignments.

What is the best way to manage serialized UnityEvent listeners on scene and prefab components?

Managing serialized UnityEvent listeners involves inspecting, replacing, removing, and copying callbacks on scene and prefab components, ensuring correct call states and method targeting for editor-time event setup.

Can I copy and retarget UnityEvent callbacks between different GameObjects in Unity?

Yes, UnityEvent callbacks can be copied and retargeted between GameObjects by identifying the source and destination components, transferring listener configurations while maintaining argument and call state data.

Does this approach work with both runtime and editor call-state constraints for Unity triggers?

Yes, managing persistent UnityEvent listeners supports both runtime and editor call-state constraints, requiring clear handling of invocation states to prevent errors when triggering serialized callbacks on buttons or triggers.

How do I inspect existing persistent listeners on a Button onClick event?

Inspecting persistent listeners on a Button onClick event requires selecting the target GameObject and component, then reading the serialized listener indexes, targeted methods, and active call states.

Why are my UnityEvent callbacks not triggering when invoked from the editor?

UnityEvent callbacks may fail to trigger if the editor call-state constraints are not properly handled, or if the listener index and method targeting do not match the exact GameObject and component identification.