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    <title>Forem: Muhammad IDREES (LOVEFIRE)</title>
    <description>The latest articles on Forem by Muhammad IDREES (LOVEFIRE) (@lovefire).</description>
    <link>https://forem.com/lovefire</link>
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      <title>Forem: Muhammad IDREES (LOVEFIRE)</title>
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      <title>How to implement the Observer Pattern in Unity (and why UnityEvents limit you)</title>
      <dc:creator>Muhammad IDREES (LOVEFIRE)</dc:creator>
      <pubDate>Sat, 20 Dec 2025 14:48:08 +0000</pubDate>
      <link>https://forem.com/lovefire/how-to-implement-the-observer-pattern-in-unity-and-why-unityevents-limit-you-21m6</link>
      <guid>https://forem.com/lovefire/how-to-implement-the-observer-pattern-in-unity-and-why-unityevents-limit-you-21m6</guid>
      <description>&lt;h2&gt;
  
  
  The "Wrapper Method" Trap
&lt;/h2&gt;

&lt;p&gt;If you have used &lt;code&gt;UnityEvents&lt;/code&gt; to decouple your UI or game logic, you have definitely hit "The Wall."&lt;/p&gt;

&lt;p&gt;You write a perfectly clean method in your script:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SpawnUnit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UnitType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Logic here...&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then you go to the Inspector to hook this up to a Button or a Trigger... and &lt;strong&gt;you can't.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Why?&lt;/strong&gt;&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt; UnityEvents generally support only &lt;strong&gt;one&lt;/strong&gt; dynamic argument.&lt;/li&gt;
&lt;li&gt; UnityEvents struggle to serialize &lt;strong&gt;Enums&lt;/strong&gt; in dynamic calls.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;So, what do we all do? We write the dreaded &lt;strong&gt;"Wrapper Method."&lt;/strong&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// The method we actually want to call&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SpawnUnit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UnitType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="p"&gt;...&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// 🚫 The wrapper we write just to make the Inspector happy&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SpawnGoblinWave&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; 
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;SpawnUnit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UnitType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Goblin&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Suddenly, your clean script is polluted with dozens of these tiny helper methods just to pass specific data from the Inspector. It creates noise, bloats your codebase, and makes refactoring a nightmare.&lt;/p&gt;

&lt;h2&gt;
  
  
  Breaking the Limit
&lt;/h2&gt;

&lt;p&gt;I decided I was done writing wrappers. I wanted to be able to pass &lt;strong&gt;any data&lt;/strong&gt;—including Enums and multiple parameters—directly from the Unity Inspector.&lt;/p&gt;

&lt;p&gt;I spent the last few months building a tool to solve this, and I’ve finally released it as &lt;strong&gt;Advanced C# Events&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Here is how it changes the workflow:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6h645camkt9sfa95x0qf.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6h645camkt9sfa95x0qf.png" alt=" " width="800" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  1. Multi-Argument Support
&lt;/h3&gt;

&lt;p&gt;Instead of being limited to one argument, you can now define methods with multiple parameters and fill them in directly in the UI.&lt;/p&gt;

&lt;p&gt;Need to call &lt;code&gt;GiveItem(string itemID, int quantity, bool autoEquip)&lt;/code&gt;?&lt;br&gt;
You can just select the method and fill in all three fields right there in the Inspector. No wrapper script required.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Finally... Enums in the Inspector!
&lt;/h3&gt;

&lt;p&gt;This was my biggest personal frustration. Passing &lt;code&gt;State.Idle&lt;/code&gt; or &lt;code&gt;WeaponType.Sword&lt;/code&gt; via a standard event is surprisingly difficult in vanilla Unity.&lt;/p&gt;

&lt;p&gt;With this system, Enums are fully supported. The Inspector draws a dropdown list of your Enum values, just like it does for public variables.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;(Image Placeholder: Close-up screenshot of an Enum dropdown being selected inside your Event Inspector)&lt;/strong&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Debugging the Observer Pattern
&lt;/h3&gt;

&lt;p&gt;We use events to decouple code (The Observer Pattern), which is great until something breaks. When you have 50 listeners, how do you know &lt;em&gt;who&lt;/em&gt; fired the event?&lt;/p&gt;

&lt;p&gt;I included a &lt;strong&gt;Debug Mode&lt;/strong&gt; that logs exactly which object raised the event and which objects received it. This turns "blind debugging" into a simple trace.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why this matters for Architecture
&lt;/h2&gt;

&lt;p&gt;Decoupling is the holy grail of game development. You want your &lt;code&gt;PlayerHealth&lt;/code&gt; script to yell &lt;strong&gt;"I took damage!"&lt;/strong&gt; without knowing that the &lt;code&gt;HealthBarUI&lt;/code&gt;, &lt;code&gt;SoundManager&lt;/code&gt;, and &lt;code&gt;BloodParticleSystem&lt;/code&gt; are listening.&lt;/p&gt;

&lt;p&gt;By removing the friction of Unity's default inspector limits, you are more likely to write clean, event-driven code because &lt;em&gt;it isn't annoying to do anymore.&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Try it out
&lt;/h2&gt;

&lt;p&gt;I’ve just released this on the Asset Store, and to celebrate the launch, I’m running a &lt;strong&gt;50% OFF discount&lt;/strong&gt; for the first week.&lt;/p&gt;

&lt;p&gt;If you are tired of writing wrapper methods or fighting with delegates, check it out!&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;  &lt;strong&gt;&lt;a href="https://assetstore.unity.com/packages/tools/utilities/advanced-c-events-339676" rel="noopener noreferrer"&gt;Get Advanced C# Events on the Asset Store (50% OFF)&lt;/a&gt;&lt;/strong&gt;
&lt;/li&gt;
&lt;li&gt;  &lt;strong&gt;&lt;a href="https://discussions.unity.com/uploads/short-url/1XdrjLEcPNAnDqSyRQmwnYF72H4.pdf" rel="noopener noreferrer"&gt;Read the Documentation&lt;/a&gt;&lt;/strong&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Happy coding! Let me know in the comments if you've struggled with the "Wrapper Method" trap too. 👇&lt;/p&gt;

</description>
      <category>unity3d</category>
      <category>csharp</category>
      <category>gamedev</category>
      <category>productivity</category>
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