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Quick Start

This guide gets you from zero to a readable SUB / INVOKE / UNSUB timeline in a few minutes.

Prerequisites

  • Unity project with Event Monitor installed (see Installation).
  • You are comfortable entering Play Mode in the Editor.

Steps

1. Open the Event Monitor window

Use the menu: Window → Event Monitor.

2. Enable recording

In the toolbar, ensure Record is on (green indicator). When recording is off, new records are not appended.

3. Enter Play Mode

Press Play and exercise your game or UI. Event Monitor only captures activity while the Editor is in Play Mode (and while recording is enabled).

4. Read the Log tab

Open the Log tab. You should see rows such as:

  • SUB — something subscribed to an event.
  • UNSUB — something unsubscribed.
  • INVOKE — an instrumented invocation ran (see IL patterns and limitations if a fire is missing).

Use the toggles to filter by action type. Use the search field to narrow by event name, owner type, or subscriber type.

5. Inspect subscribers

Open the Subscribers tab to see the current listener graph: OwnerType :: EventName -> SubscriberType :: MethodName.

Expected first log (golden path)

For a standard MonoBehaviour listener lifecycle, the first healthy sequence usually looks like:

  1. OnEnable subscribes -> one or more SUB rows
  2. Trigger method calls ?.Invoke(...) -> INVOKE row
  3. OnDisable unsubscribes -> UNSUB row

If your log does not follow this baseline, check Filtering and missing INVOKE rows first.

6. Try time travel (optional)

Select a row in the Log, enable Time Travel, and scrub the slider. Open Subscribers again: the graph reflects subscriber state replayed from SUB/UNSUB only up to that log position. The log itself does not rewind.

7. Export (optional)

Choose a format in the toolbar and use Copy Log to copy the filtered timeline to the clipboard.

Demo scene

The fastest way to see realistic traffic is the one-click demo:

Tools → Event Monitor → Generate Demo Scene

Then Play, click the labeled buttons, and match INVOKE lines to the on-screen hints. See Generate the demo scene.

See also

Event Monitor — Unity Editor documentation