Namespace: UnityEngine.EventSystems
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Inherits from: EventSystems.PointerInputModule
Switch to ManualA BaseInputModule designed for mouse / keyboard / controller input.
Input module for working with, mouse, keyboard, or controller.
| allowActivationOnMobileDevice | Is this module allowed to be activated if you are on mobile. |
| cancelButton | Input manager name for the 'cancel' button. |
| horizontalAxis | Input manager name for the horizontal axis button. |
| inputActionsPerSecond | Number of keyboard / controller inputs allowed per second. |
| inputMode | Curretnly used input mode of the module. |
| submitButton | Maximum number of input events handled per second. |
| verticalAxis | Input manager name for the vertical axis. |
| ActivateModule | See BaseInputModule. |
| DeactivateModule | See BaseInputModule. |
| IsModuleSupported | See BaseInputModule. |
| Process | See BaseInputModule. |
| ShouldActivateModule | See BaseInputModule. |
| UpdateModule | See BaseInputModule. |
| kFakeTouchesId | Touch id for when simulating touches on a non touch device. |
| kMouseLeftId | Id of the cached left mouse pointer event. |
| kMouseMiddleId | Id of the cached middle mouse pointer event. |
| kMouseRightId | Id of the cached right mouse pointer event. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| animation | The Animation attached to this GameObject (null if there is none attached). |
| audio | The AudioSource attached to this GameObject (null if there is none attached). |
| camera | The Camera attached to this GameObject (null if there is none attached). |
| collider | The Collider attached to this GameObject (null if there is none attached). |
| collider2D | The Collider2D component attached to the object. |
| constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| guiText | The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
| light | The Light attached to this GameObject (null if there is none attached). |
| networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
| renderer | The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| useGUILayout | Disabling this lets you skip the GUI layout phase. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| IsPointerOverGameObject | Is the pointer over a GameObject that is controlled by the EventSystem. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Is this game object tagged with /tag/? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
| Invoke | Invokes the method methodName in time seconds. |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
| IsInvoking | Is any invoke on methodName pending? |
| StartCoroutine | Starts a coroutine. |
| StopAllCoroutines | Stops all coroutines running on this behaviour. |
| StopCoroutine | Stops all coroutines named methodName running on this behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| IsActive | Returns true if the GameObject and the Component are active. |
| IsDestroyed | Returns true if the native representation of the behaviour has been destroyed. |
| DetermineMoveDirection | Given an input movement, determine the best MoveDirection. |
| FindCommonRoot | Given 2 GameObject return a common root GameObject (or null). |
| FindFirstRaycast | Return the first valuid RaycastResult. |
| Logs message to the Unity Console (identical to Debug.Log). | |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| StateForMouseButton | Given a mouse button return the current state for the frame. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |
| Awake | Awake is called when the script instance is being loaded. |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
| OnApplicationPause | Sent to all game objects when the player pauses. |
| OnApplicationQuit | Sent to all game objects before the application is quit. |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
| OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
| OnEnable | This function is called when the object becomes enabled and active. |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnGUI | OnGUI is called for rendering and handling GUI events. |
| OnJointBreak | Called when a joint attached to the same game object broke. |
| OnLevelWasLoaded | This function is called after a new level was loaded. |
| OnMasterServerEvent | Called 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. |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnMouseEnter | OnMouseEnter is called when the mouse entered the GUIElement or Collider. |
| OnMouseExit | OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseOver | OnMouseOver is called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
| OnPreCull | OnPreCull is called before a camera culls the scene. |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
| Reset | Reset to default values. |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
| Update | Update is called every frame, if the MonoBehaviour is enabled. |