Scripting API

PointerEventData

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

38 of 38 of Unity's members
In Tassix

One pointer's state as modules track it: what it's over, pressing and dragging.

Constructors 1

Fields 1

List<GameObject> hovered

Properties 35

float altitudeAngle { get; set; }
float azimuthAngle { get; set; }
InputButton button { get; set; }
int clickCount { get; set; }
float clickTime { get; set; }
Vector2 delta { get; set; }
int displayIndex { get; set; }
bool dragging { get; set; }
bool eligibleForClick { get; set; }
Camera? enterEventCamera { get; }
bool fullyExited { get; set; }
GameObject? lastPress { get; }
PenStatus penStatus { get; set; }
GameObject? pointerClick { get; set; }
RaycastResult pointerCurrentRaycast { get; set; }
GameObject? pointerDrag { get; set; }
GameObject? pointerEnter { get; set; }
int pointerId { get; set; }
GameObject? pointerPress { get; set; }

The object pressed; setting it remembers the previous one as lastPress.

RaycastResult pointerPressRaycast { get; set; }
Vector2 position { get; set; }
Camera? pressEventCamera { get; }
Vector2 pressPosition { get; set; }
float pressure { get; set; }
Vector2 radius { get; set; }
Vector2 radiusVariance { get; set; }
GameObject? rawPointerPress { get; set; }
bool reentered { get; set; }
Vector2 scrollDelta { get; set; }
float tangentialPressure { get; set; }
Vector2 tilt { get; set; }
float twist { get; set; }
bool useDragThreshold { get; set; }
Vector3 worldNormal { get; set; }
Vector3 worldPosition { get; set; }

Methods 3

bool IsPointerMoving()
bool IsScrolling()
string ToString()