Hello There,
I’m trying to create a flexible cutscene system where you can pass in a function as a parameter to another function to perform when certain actions are finished.
I have it working with string-based SendMessage() system, but I would ideally like to use UnityEvent instead so that I can actually select a given function instead of using strings.
I.e, instead of this:
I would get to use the drag-and-drop dropdown inspector functionality of UnityEvent, but nested inside the current UnityEvent I’m creating (mockup here):
// -- this is what I have, but its unselectable as the initial function - I'm guessing due to nested UnityEvent not being supported
public void FunctionThatHasASelectableFunctionParameter(UnityEvent functionparam)
{
cachedfunc = functionparam;
}
Does this exist, or because its using a nested UnityEvent (a UnityEvent containing a function that has a UnityEvent parameter) is this not doable?
Thanks!

