Events are great for crossing boundary lines in your application or game without coupling components together. Objects can subscribe to an event and be notified whenever the publisher performs a specific action.
Delegates are the building blocks of events, so listen closely and you'll learn all about them!
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0:00 - Delegate keyword
3:48 - EventHandler
4:34 - Action
5:13 - Generic Action
6:02 - Func
6:40 - Practical Example
7:50 - Static
9:05 - Event keyword
10:20 - UnityEvent
12:30 - Unsubscribing
14:50 - Decoupling
16:20 - Delegates as parameters
![](https://i.ytimg.com/vi/6NRqwL3N5Go/maxresdefault.jpg)