eventData | Data passed in (Typically by the event system). |
Registered ISubmitHandler callback.
This detects when a Button has been selected via a "submit" key you specify (default is the return key).
To change the submit key, either:
1. Go to Edit >Project Settings >Input.
2. Next, expand the Axes section and go to the Submit section if it exists.
3. If Submit doesn’t exist, add 1 number to the Size field. This creates a new section at the bottom. Expand the new section and change the Name field to “Submit”.
4. Change the Positive Button field to the key you want (e.g. space).
Or:
1. Go to your EventSystem in your Project
2. Go to the Inspector window and change the Submit Button field to one of the sections in the Input Manager (e.g. "Submit"), or create your own by naming it what you like, then following the next few steps.
3. Go to Edit >Project Settings >Input to get to the Input Manager.
4. Expand the Axes section in the Inspector window. Add 1 to the number in the Size field. This creates a new section at the bottom.
5. Expand the new section and name it the same as the name you inserted in the Submit Button field in the EventSystem. Set the Positive Button field to the key you want (e.g. space).
no example available in JavaScript
//Create a UI element by going to Create >UI and choose one of the visible items(Image, Button, Panel etc.) from the list. This script gives the GameObject a Button-like behaviour. //Attach this script to the UI GameObject
using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems;
public class ButtonOnSubmit : Button { //Press enter on the Button GameObject to trigger this Event public override void OnSubmit(BaseEventData eventData) { //Output that the Button is in the submit stage Debug.Log("Submitted!"); } }
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