Scripting API

EventSystem

class in UnityEngine.EventSystems · UnityEngine.UI · inherits from UIBehaviour

19 of 19 of Unity's members
In Tassix

Runs the UI's input: each frame its active input module turns input into events, sent to what raycasts find under pointers and to the selected object. The first enabled EventSystem is current.

Properties 9

bool alreadySelecting { get; }
static EventSystem? current { get; set; }
BaseInputModule? currentInputModule { get; }
GameObject? currentSelectedGameObject { get; }
GameObject? firstSelectedGameObject { get; set; }
bool isFocused { get; }
GameObject? lastSelectedGameObject { get; }
int pixelDragThreshold { get; set; }
bool sendNavigationEvents { get; set; }

Methods 5

bool IsPointerOverGameObject()
bool IsPointerOverGameObject(int pointerId)
void RaycastAll(PointerEventData eventData, List<RaycastResult> raycastResults)

Every enabled raycaster's hits at the event's position, front first.

void SetSelectedGameObject(GameObject? selected)
void SetSelectedGameObject(GameObject? selected, BaseEventData pointer)

Deselects the selected object and selects this one (sending deselect and select).

string ToString()
void UpdateModules()

The enabled input modules on this object.