Measure Unity Event Dispatch Cost
Profile a frequently raised event with its real listeners attached. Measure typed dispatch, condition evaluation, and the callbacks separately so you can identify where the frame time or allocations come from. For an AOT build, use baked evaluators for serialized conditions.
Profile dispatch in a representative scene
The Performance tab of Game Event Monitor helps you find frequently raised events in Play Mode. Reproduce the same gameplay with Unity Profiler on the target Player to measure frame time and managed allocations with your project settings.

Compare the same event with its callbacks attached and with only the dispatch path exercised. Keep the payload and listener count fixed. Take the first call separately from later calls because the first can include setup work. If callback work dominates, profile the callback methods before changing the event setup.
Measure condition evaluation

This condition tree groups checks with AND and OR. AND stops after the first false branch, and OR stops after the first true branch. Place inexpensive checks that often decide the result early, and keep property getters used by conditions free of side effects.
Mono can compile the condition into a delegate. IL2CPP uses the generated AOT evaluator for a baked serialized condition, so run Bake AOT Conditions after changes and profile the Player build separately from the Editor.
Check the stress-test scene
Run 14_RuntimeMonitor to reproduce frequent event dispatch. Use the monitor to identify the event and listener activity, then verify allocation and CPU cost in the Unity Profiler. Costs depend on the platform, scripting backend, configured conditions, and the callback workload.

