Unity Pro Code -

Better (Event-driven):

Don't hardcode references between UI, Audio, and Gameplay managers. Use the ScriptableObject architecture (popularized by Unite Austin 2017). unity pro code

var bullet = _bulletPool.Get(); // Set position/velocity here... // Return to pool after 2 seconds StartCoroutine(ReturnToPool(bullet, 2f)); _onEventRaised -= listener

// Pro Tip: An Event Channel ScriptableObject [CreateAssetMenu(menuName = "Events/Int Event Channel")] public class IntEventChannelSO : ScriptableObject unity pro code

_onEventRaised?.Invoke(value);

_onEventRaised -= listener;

void Update()