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7ff19f1 · Nov 30, 2020

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SerializableCallback

Lets you drag-and-drop methods with or without return values / parameters in the Unity inspector. It uses expression trees and reflection to cache a delegate on first execution.

Usage is identical to UnityEvent

unity_inspector

public class MyClass : MonoBehaviour {
    //These fields are shown in the inspector
    public SerializableCallback callback; // supports all non-void return types
    public Condition condition; // supports bool return types only
    public GetProduct getProduct; // supports MyProduct return types only

    void Start() {
        // Callbacks can be invoked with or without parameters, and with different types
        Debug.Log(callback.Invoke()); // returns object
        Debug.Log(condition.Invoke()); // returns bool
        Debug.Log(getProduct.Invoke(2)); // returns MyProduct
    }

    // As with UnityEvents, custom callbacks must have a non-generic wrapper class marked as [Serializable] in order to be serialized by Unity
    [Serializable]
    public class Condition : SerializableCallback<bool> {}

    // Last generic type parameter is the return type, staying consistent with System.Func
    [Serializable]
    public class GetProduct : SerializableCallback<int, MyProduct> {}
}
Performance (100000 iterations) Time
bool Method(float) 00.00304s
SerializedCallback<float, bool> (Persistent) 00.01026s
SerializedCallback<float, bool> (Dynamic) 00.00797s

Installing with Unity Package Manager

To install this project as a dependency using the Unity Package Manager, add the following line to your project's manifest.json:

"com.github.siccity.serializablecallback": "git+https://github.com/Siccity/SerializableCallback.git"

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UnityEvent and System.Func had a child

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