And we're back on the track.
I finished the event system in my engine's scripting backend. I wanted something as simple as Unity's scripting, but with more charm and flexibility. So I just added message buses and every game object can publish events and subscribe to them.
In the video left object is being rotated by script and it publishes its rotation value to the bus. Right sphere is subscribed to that event and uses this passed value for its own rotation.



