Workaround for UnityEvent method requirements#

There are third-party UnityEvent implementations that support multiple properties. Use one if you are comfortable with the dependency.

A built-in workaround is to serialize the data you want to pass from the UnityEvent in an intermediary.

  1. The intermediary script is configured with the serialized data.
  2. Your UnityEvent calls a method on the intermediary.
  3. The intermediary invokes another UnityEvent which calls the destination with the data. This must use dynamic values.


The destination method#

using UnityEngine;

public class Destination : MonoBehaviour
    public void Receive(string name, int value) => Debug.Log($"{name} called us with {value}!");

An intermediary script with data to invoke the above method#

I've also provided optional code that will automatically subscribe this script to any Button it's added to.

using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;

public class Intermediary : MonoBehaviour
	// (1) The serialized data.
	[SerializeField] private string _name;
	[SerializeField] private int _value;

	// A UnityEvent that can be invoked with the above data.
	[SerializeField] private UnityEvent<string, int> _callback;

	// (3) Invoke the UnityEvent with our data.
	public void InvokeCallback() => _callback?.Invoke(_name, _value);

	Editor code that subscribes the function to buttons when a new component is created./// <summary>
	/// Editor code that subscribes the function to buttons when a new component is created.
	/// </summary>
	private void Reset()
		if (TryGetComponent(out Button button))
			UnityEditor.Events.UnityEventTools.AddPersistentListener(button.onClick, InvokeCallback);
Replace the data with your own.

Inspector setup#

UnityEvent Intermediary inspector setup

The button calls the Intermediary, which calls the destination with its data.