The Complete Observer Pattern in Unity (Event-Driven Architecture)
This article explains the Observer Pattern in Unity as a way to decouple game systems so one object can announce an event without knowing who listens. It covers the C# delegate and event basics behind the pattern, UnityEvent and its Inspector-friendly workflow, ScriptableObject-based event systems for cross-scene communication, and a global EventBus approach. It also introduces UniRx for more advanced reactive workflows, compares the pros and cons of each option, and warns about common pitfalls like forgotten unsubscriptions, ghost listeners, and event spaghetti.