In this chapter, we reviewed the Event Bus, a simple pattern that simplifies the process of publishing and subscribing to events in Unity. It's a tool that helps during rapid prototyping or when you have a defined list of global events to manage. However, it has its limits of use, and it's always wise to explore other options before committing to using a globally accessible event bus.
In the next chapter, we will implement a system that will allow us to replay player inputs. Many racing games have replay and rewind features, and with the Command pattern, we will attempt to build one from scratch.