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Manual dispatch (Re-fire)
Goal
Dispatch an event from inside the Event Monitor window and record a fresh INVOKE row — without reproducing the whole in-game scenario.
Requirements
- Works in Play Mode.
- Use the live log (not a loaded JSON session).
How to re-fire
- Open Window → Event Monitor.
- Open the Log tab.
- Select an INVOKE row in the timeline.
- Click ⚡ Re-fire in the detail panel.
- The window records a new INVOKE row (EventBus timeline grows), and subscribers are invoked through reflection.
What's recorded (and what isn't)
- Event name + owner identity come from the selected INVOKE record.
- When the selected row has a captured payload, Re-fire passes those argument values to subscribers and to the new INVOKE row.
- When the row has no payload (or an empty argument list), arguments fall back to default values per parameter type (
0forint,nullfor reference types). - If
📦 Payloadis enabled, the invoke arguments are stored on the new INVOKE row; otherwise the row is logged without payload.
Error cases
- If the owner instance isn't found in the current scene, the action shows a dialog error.
- If the delegate signature can't be resolved, the action shows a dialog error.
- If payload argument count does not match the event signature, or a value cannot be coerced to the parameter type, the action shows a dialog error.