Version: 2018.3 (switch to 2019.1)
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EventTrigger

class in UnityEngine.EventSystems

/

Inherits from:MonoBehaviour


Implements interfaces:IBeginDragHandler, ICancelHandler, IDeselectHandler, IDragHandler, IDropHandler, IEndDragHandler, IEventSystemHandler, IInitializePotentialDragHandler, IMoveHandler, IPointerClickHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler, IPointerUpHandler, IScrollHandler, ISelectHandler, ISubmitHandler, IUpdateSelectedHandler

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Description

Receives events from the EventSystem and calls registered functions for each event.

The EventTrigger can be used to specify functions you wish to be called for each EventSystem event. You can assign multiple functions to a single event and whenever the EventTrigger receives that event it will call those functions in the order they were provided.

NOTE: Attaching this component to a GameObject will make that object intercept ALL events, and no events will propagate to parent objects.

There are two ways to intercept events: You could extend EventTrigger, and override the functions for the events you are interested in intercepting; as shown in this example:

using UnityEngine;
using UnityEngine.EventSystems;

public class EventTriggerExample : EventTrigger { public override void OnBeginDrag(PointerEventData data) { Debug.Log("OnBeginDrag called."); }

public override void OnCancel(BaseEventData data) { Debug.Log("OnCancel called."); }

public override void OnDeselect(BaseEventData data) { Debug.Log("OnDeselect called."); }

public override void OnDrag(PointerEventData data) { Debug.Log("OnDrag called."); }

public override void OnDrop(PointerEventData data) { Debug.Log("OnDrop called."); }

public override void OnEndDrag(PointerEventData data) { Debug.Log("OnEndDrag called."); }

public override void OnInitializePotentialDrag(PointerEventData data) { Debug.Log("OnInitializePotentialDrag called."); }

public override void OnMove(AxisEventData data) { Debug.Log("OnMove called."); }

public override void OnPointerClick(PointerEventData data) { Debug.Log("OnPointerClick called."); }

public override void OnPointerDown(PointerEventData data) { Debug.Log("OnPointerDown called."); }

public override void OnPointerEnter(PointerEventData data) { Debug.Log("OnPointerEnter called."); }

public override void OnPointerExit(PointerEventData data) { Debug.Log("OnPointerExit called."); }

public override void OnPointerUp(PointerEventData data) { Debug.Log("OnPointerUp called."); }

public override void OnScroll(PointerEventData data) { Debug.Log("OnScroll called."); }

public override void OnSelect(BaseEventData data) { Debug.Log("OnSelect called."); }

public override void OnSubmit(BaseEventData data) { Debug.Log("OnSubmit called."); }

public override void OnUpdateSelected(BaseEventData data) { Debug.Log("OnUpdateSelected called."); } }

...or you can specify individual delegates:

using UnityEngine;
using UnityEngine.EventSystems;

public class EventTriggerDelegateExample : MonoBehaviour { void Start() { EventTrigger trigger = GetComponent<EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerDown; entry.callback.AddListener((data) => { OnPointerDownDelegate((PointerEventData)data); }); trigger.triggers.Add(entry); }

public void OnPointerDownDelegate(PointerEventData data) { Debug.Log("OnPointerDownDelegate called."); } }

Properties

triggersAll the functions registered in this EventTrigger.

Public Methods

OnBeginDragCalled before a drag is started.
OnCancelCalled by the EventSystem when a Cancel event occurs.
OnDeselectCalled by the EventSystem when a new object is being selected.
OnDragCalled by the EventSystem every time the pointer is moved during dragging.
OnDropCalled by the EventSystem when an object accepts a drop.
OnEndDragCalled by the EventSystem once dragging ends.
OnInitializePotentialDragCalled by the EventSystem when a drag has been found, but before it is valid to begin the drag.
OnMoveCalled by the EventSystem when a Move event occurs.
OnPointerClickCalled by the EventSystem when a Click event occurs.
OnPointerDownCalled by the EventSystem when a PointerDown event occurs.
OnPointerEnterCalled by the EventSystem when the pointer enters the object associated with this EventTrigger.
OnPointerExitCalled by the EventSystem when the pointer exits the object associated with this EventTrigger.
OnPointerUpCalled by the EventSystem when a PointerUp event occurs.
OnScrollCalled by the EventSystem when a Scroll event occurs.
OnSelectCalled by the EventSystem when a Select event occurs.
OnSubmitCalled by the EventSystem when a Submit event occurs.
OnUpdateSelectedCalled by the EventSystem when the object associated with this EventTrigger is updated.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeAwake is called when the script instance is being loaded.
FixedUpdateFrame-rate independent MonoBehaviour.FixedUpdate message for physics calculations.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application quits.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStay:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyDestroying the attached Behaviour will result in the game or Scene receiving OnDestroy.
OnDisableThis function is called when the behaviour becomes disabled.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleSystemStoppedOnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded.
OnParticleTriggerOnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the Scene.
OnPreCullOnPreCull is called before a camera culls the Scene.
OnPreRenderOnPreRender is called before a camera starts rendering the Scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the Scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnter OnTriggerEnter is called when the GameObject collides with another GameObject.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods are called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.

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