# InvokeMethod

Call a method or field.

![InvokeMethod](./images/InvokeMethod.png)

## Properties

<table border="1" class="docutils">
<thead>
<tr><th>Property Name</th><th>Description</th></tr>
</thead>
<tbody valign="top">
<tr>
<td>
Event Entries
</td>
<td>
List of registered events.<br />
            If necessary, you can add an event type by clicking the "Add New Event Type" button.<table border="1" class="docutils">
<thead>
<tr><th>Field Name</th><th>Description</th></tr>
</thead>
<tbody valign="top">
<tr>
<td>Trigger Type</td>
<td>
            State event trigger type
            <dl class="docutils">
<dt>On State Awake</dt><dd>
            Call an event at OnStateAwake
            </dd>
<dt>On State Begin</dt><dd>
            Call an event at OnStateBegin
            </dd>
<dt>On State Update</dt><dd>
            Call an event at OnStateUpdate
            </dd>
<dt>On State Late Update</dt><dd>
            Call an event at OnStateLateUpdate
            </dd>
<dt>On State End</dt><dd>
            Call an event at OnStateLateUpdate
            </dd>
</dl></td>
</tr>
<tr>
<td>Callback</td>
<td>
            Setting of members to call
            </td>
</tr>
</tbody>
</table>
</td>
</tr>
 </tbody>
</table>


## Remarks

Since the call is made via reflection, stripping can cause the called member to be removed from the build.<br />
            See <a href="https://docs.unity3d.com/Manual/ManagedCodeStripping.html">Unity - Manual:  Managed code stripping</a> for more information.

