I was looking into this and signal callbacks use the RouterEventNode. Gavalakis – Am I just over worrying about things here or is the routereventnode a bit bloated for simple signal callbacks? It hooks up to a lot of unity events some of them being every frame update functions like the animators. I wouldn’t want to introduce all those hooks just to listen to a totally unrelated scriptable object event?
The fact that EventRouter contains lot of Unity callbacks is not really a problem since those callbacks themselves only actually do something if something is subscribed to the related c# event in the first place (we check if the event is null before doing anything). The Unity callback itself is not really a concern.
However, the EventRouter does indeed have a problem with Animator, because the presence of OnAnimatorMove alone makes Animator not work correctly. I have fixed this now by moving OnAnimatorMove callbacks to a separate monobehaviour which is added automatically only when an AnimatorMove event is actually being used/requested by some node.
I am attaching for you here the fix, which will of course also be part of the next version update.