As a veteran C# programmer, I find Unity Events a bit backward to my usual thinking and prefer the more sensible, to me, way of thinking that a class has an event and up to any other object to subscribe to that event. I realize that in the Unity Event case, ‘knowledge’ of the class & method to call on a Unity event isn’t in-code so technically isn’t creating a tight coupling but it feels a bit unclean to me.
Is there an advantage to Unity Events other than it’s a more in-editor way of making callbacks so may be preferred by some folks?