I’m trying to use a scriptable object Game Event and Game Event Listener to call keep dependencies low and things more modular. How it’s formatted right now is I’m using a UnityEvent startScene, which OnTriggerEnter() is invoked. Here’s That Code:
private void OnTriggerEnter(Collider other)
{
//if player
if(other.tag == "Player")
{
//raise
startScene.Invoke();
Debug.Log("Invoked");
}
}

Then this is the event in editor. From here, I am using my own Game Event, and “raising” it as a response to Start Scene(). I then have a Game Event Listener elsewhere in my scene that looks like this:
I believe this should be triggered on the raising of that Game Event PlayCutscene, and then call to my MonoBehavior CutsceneManager, specifically .startNextCutscene():
//Starts next cutscene
public void startNextCutscene()
{
Debug.Log("Signal Received");
//Starts cutscene
other.cutsceneStart((listOfScenes[selection]));
Debug.Log("start?");
//Increments cutscenes
selection++;
}
(so this is sort of a side issue, but “other” is a MonoBehavior class that I created, and I just needed a way to call a specific method from it, so I declared other as an instance of that class and then made a call on it to give the method a value from my List of PlayableDirectors. Like I said, this is a side issue but any advice would be greatly appreciated.)
but this is my bug: I’ll get the Debug “Invoked” but not the “Signal Received”.
Any help, tips, or advice would be really greatly appreciated, thank you for any time you put in to help me here in advance!
