When using UnityEvents with an UI elements like OnValueChange for an Input Fields. Is it possible to have access to the object from which the event is raised ?
Let’s imagine that I want to process something and apply this processing to multiples UI elements without having to create a specific function for each of those.
I would use a normal event in this case. UnityEvent is good for simple events, when you get to a more complex system, you should get back to .NET event.
But anyway, you added the method to the listener slot. If the method is meant to receive a parameter, it will show an extra slot above the method. Then you can drag the GameObject holding the script as I would guess it is one calling the event.