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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

  1. Open Window → Event Monitor.
  2. Open the Log tab.
  3. Select an INVOKE row in the timeline.
  4. Click ⚡ Re-fire in the detail panel.
  5. 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 (0 for int, null for reference types).
  • If 📦 Payload is 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.

Event Monitor — Unity Editor documentation