Problem
Inspector-assigned callbacks can make merging code difficult, because *.unity and *.prefab files are not human-readable. They can make navigating call stacks difficult, because Intellisense is not aware of things assigned in the Unity editor.
Proposed Solution
- See PlayerReferences.cs (which uses KomodoEventManager.cs) as an example of how to avoid inspector-assigned event callbacks.
Workaround
Search the whole repository for the name of the function whose caller you are looking for. Note inspector-assigned callbacks in *.unity and *.prefab files.
More details
These are the inspector-assigned callbacks we currently have in the project:
- Main scene
- PlayerSet > WebXRCameraSet > PlayspaceAnchor > Hands
- handL (and same for handR)
- KomodoControllerInteraction.cs
- OnTriggerButtonDown
- OnTriggerButtonUp
- OnThumbstickButtonDown
- OnThumbstickButtonUp
- OnLeftFlick
- OnRightFlick
- Armature
- Palm
- F1cSelectLeft
- EraseLeft
- TriggerEraseDraw
- OnTriggeredOn
- OnTriggeredOff
- F1cTeleportLeft
- VisibleManagers
- NetworkManager
- Scene
- SceneManagerExtensions.cs
- HeightCalibration.cs
- OnStartedCalibration
- OnCalibrationUpdate
- OnFinishedCalibration
- OnBumpHeightUp
- OnBumpHeightDown
Problem
Inspector-assigned callbacks can make merging code difficult, because *.unity and *.prefab files are not human-readable. They can make navigating call stacks difficult, because Intellisense is not aware of things assigned in the Unity editor.
Proposed Solution
Workaround
Search the whole repository for the name of the function whose caller you are looking for. Note inspector-assigned callbacks in *.unity and *.prefab files.
More details
These are the inspector-assigned callbacks we currently have in the project: