Legacy Documentation: Version 4.5.0

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Event.KeyboardEvent

static function KeyboardEvent(key: string): Event;
static Event KeyboardEvent(string key);
static def KeyboardEvent(key as string) as Event

Description

Create a keyboard event.

This is useful when you need to check if a certain key has been pressed - possibly with modifiers. The syntax for the key string is a key name (same as in the Input Manager), optionally prefixed by any number of modifiers:
& = Alternate, ^ = Control, % = Command/Windows key, # = Shift
Examples: &f12 = Alternate + F12, "^[0]" = Control + keypad0 .

	function OnGUI () {
		GUILayout.Label ("Press Enter To Start Game");
		if (Event.current.Equals (Event.KeyboardEvent ("[enter]")))
			Application.LoadLevel (1);	
		if (Event.current.Equals (Event.KeyboardEvent ("return")))
			print ("I said enter, not return - try the keypad");
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void OnGUI() {
        GUILayout.Label("Press Enter To Start Game");
        if (Event.current.Equals(Event.KeyboardEvent("[enter]")))
            Application.LoadLevel(1);
        
        if (Event.current.Equals(Event.KeyboardEvent("return")))
            print("I said enter, not return - try the keypad");
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def OnGUI() as void:
		GUILayout.Label('Press Enter To Start Game')
		if Event.current.Equals(Event.KeyboardEvent('[enter]')):
			Application.LoadLevel(1)
		if Event.current.Equals(Event.KeyboardEvent('return')):
			print('I said enter, not return - try the keypad')