Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price |
About AnyEvent 2
AnyEvent 2 is designed to be simple and integrated into any off-the-shelf project at minimal cost. We provide a set of supplementary components for Unity UI that extend the default UI events. Through the C# reflection mechanism, we have even designed a set of components to listen to the value change events of any member variables of any component and send related events. AnyEvent 2 supports custom extensions.
AnyEvent 2 suits all developers, including programmers, planners, and UI designers.
Features:
Any object can be the target or/and invoker.
Centralization. No reference is needed between the listener and the invoker anymore—no delegate mechanism knowledge is required.
Channel. Use the text channel and/or asset channel to invoke an event. The event can be invoked as a global or a local (to target) event that carries data.
Supports event callback. You can use this mechanism to send a post-event to the invoker.
UI events supported. A set of complementary components to the original Unity UI event. No coding is required.
Transforms. It allows the transformation of the received data. Works well with the UI events.
Binding. Invokes an event when a variable changes and updates it when it receives an event without coding.
Zero learning cost.
Easy to incorporate into the current project.
Source code included.
All platforms are supported.
AnyEvent 2 suits all developers, including programmers, planners, and UI designers.
Features:
Any object can be the target or/and invoker.
Centralization. No reference is needed between the listener and the invoker anymore—no delegate mechanism knowledge is required.
Channel. Use the text channel and/or asset channel to invoke an event. The event can be invoked as a global or a local (to target) event that carries data.
Supports event callback. You can use this mechanism to send a post-event to the invoker.
UI events supported. A set of complementary components to the original Unity UI event. No coding is required.
Transforms. It allows the transformation of the received data. Works well with the UI events.
Binding. Invokes an event when a variable changes and updates it when it receives an event without coding.
Zero learning cost.
Easy to incorporate into the current project.
Source code included.
All platforms are supported.