If you've ever Googled "how do I make a button call a function in Unity" and ended up more confused than when you started (which happens a lot in my case - yes I'm looking at you CodeMonkey!), you're not the only one.
"Unity Events," "C# events," and "UnityEvent" all sound like the same thing said three different ways.
Well, they're not. Surprise!
They're three genuinely different tools, each with their own tradeoffs, and picking the wrong one for the job is how you end up with either a spaghetti mess of references or a UnityEvent doing something a plain C# delegate would've handled in one line.
Let's sort out what's actually what.
First, Let's Kill the Naming Confusion
Here's the actual breakdown:
C# events → the native "event" keyword, built into the language
C# delegates → Action, Func, and custom delegate types
UnityEvent → UnityEngine.Events.UnityEvent, the Inspector-serializable one
"Unity Events" → the loose, informal term people use for any of the above
That last one is the troublemaker! When someone says "just use a Unity Event," they might mean the actual UnityEvent class, or they might just mean "wire up an event, using the inspector."
Context matters people!
For the rest of this article, I'll be specific and call out which one I mean, so you don't end up in the same boat. Let's just make it clear, once and for all!!


