Why Unity so bad at not using events?

Is there a reason Unity uses events so rarely. I mean things like device orientation change, resolution change can be easily made into events. Why do we have to always check everything in Update?

If I had to take a guess, I would think that this is the same reason that a lot of decisions of what to include and what to leave out are made in this sort of engine.

“If we do this, why don’t we do that as well?”

If you consider all oft he different platforms that Unity supports, there is likely a huge array of things like this that from a technical aspect they could easily enough implement, but if you start implementing some features, why not implement others, decisions have to be made about prioritising resources and at the end of the day, things like this are often easier to just leave to developers. As a programmer I’m fine with this I often feel like programmers should be made to do some stuff themselves, otherwise what are we here for if engines do it all, but that opinion stretches beyond just this example you’ve raised.

It also acts (likely unintentionally) as a good encouragement to take things like this that you want to do in all your projects (or likely do in many projects) or writing re-usable code and keeping your own libraries of useful things to share between projects. Again though this is a completely personal opinion, and I doubt such encouragement was a factor in unity choosing not to build in support for these kinds of events.

Anyway, that’s just my two cents. There may be a completely different reason for unity not doing this.

https://docs.unity3d.com/ScriptReference/EventSystems.UIBehaviour.OnRectTransformDimensionsChange.html

Nifty way to detect the change, hadn’t thought of that.