Turn a simple label into a interactable input field.
asteriskChar | The character used for password fields. |
caretBlinkRate | The blinking rate of the input caret, defined as the number of times per second it changes state between visible and not visible. |
characterLimit | How many characters the input field limited to. 0 = infinite. |
characterValidation | The type of validation to perform on a character. |
contentType | Specifies the type of the input text content. |
inputType | The type of input expected. See InputField.InputType. |
isFocused | Does the InputField currently have focus and is able to process events. |
keyboardType | They type of mobile keyboard that will be used. |
lineType | The LineType used by the InputField. |
multiLine | If the input field supports multiple lines. |
onEndEdit | The Unity Event to call when the user has ended editing the text by pressing submit or clicking outside the Input Field. |
onValidateInput | The function to call to validate the input characters. |
onValueChange | Accessor to the OnChangeEvent. |
placeholder | Optional graphic to show when the InputField text is empty. |
selectionColor | The color of the highlighter to show what characters are selected. |
shouldHideMobileInput | Should the mobile keyboard input be hidden. |
text | The current value of the input field. |
textComponent | The Text component that is going to be used to render the text to screen. |
wasCanceled | If the InputField was canceled and will revert back to the original text upon DeactivateInputField. |
ActivateInputField | Function to activate the InputField to being processing Events. |
DeactivateInputField | Function to activate the InputField to stop the processing of Events and send OnSubmit if not canceled. |
MoveTextEnd | Move the caret index to end of text. |
MoveTextStart | Move the caret index to start of text. |
OnBeginDrag | Capture the OnBeginDrag callback from the EventSystem and ensure we should listen to the drag events to follow. |
OnDeselect | What to do when the event system send a Deselect Event. |
OnDrag | What to do when the event system send a Drag Event. |
OnEndDrag | Capture the OnEndDrag callback from the EventSystem and cancel the listening of drag events. |
OnPointerClick | What to do when the event system send a pointer click Event. |
OnPointerDown | What to do when the event system send a pointer down Event. |
OnSubmit | What to do when the event system send a submit Event. |
OnUpdateSelected | What to do when the event system send a Update selected Event. |
ProcessEvent | Helper function to allow seperate events to be processed by the InputField. |
Rebuild | Rebuild the input fields geometry. (caret and highlight). |
ScreenToLocal | Convert screen space into input field local space. |
Append | Append a character to the input field. |
ClampPos | Clamp the pos to be between 0 and the current text length. |
GetCharacterIndexFromPosition | The character that is under the mouse. |
KeyPressed | Process the Event and perform the appropreate action for that key. |
OnFocus | Focus the input field initializing properties. |
SelectAll | Highlight the whole InputField. |
SendOnSubmit | Convenience function to make functionality to send the SubmitEvent easier. |
UpdateLabel | Update the Text associated with this input field. |
Validate | Predefined validation functionality for different characterValidation types. |
allSelectables | List of all the selectable objects currently active in the scene. |
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. |
animationTriggers | The AnimationTriggers for this selectable object. |
animator | Convenience function to get the Animator component on the GameObject. |
colors | The ColorBlock for this selectable object. |
image | Convenience function that converts the referenced Graphic to a Image, if possible. |
interactable | Is the Selectable eligable for interaction (excludes canvas groups). |
navigation | The Navigation setting for this selectable object. |
spriteState | The SpriteState for this selectable object. |
targetGraphic | Graphic that will be transitioned upon. |
transition | The type of transition that will be applied to the targetGraphic when the state changes. |
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. |
FindSelectable | |
FindSelectableOnDown | Find the selectable object below this one. |
FindSelectableOnLeft | Find the selectable object to the left of this one. |
FindSelectableOnRight | Find the selectable object to the right of this one. |
FindSelectableOnUp | Find the selectable object above this one. |
IsInteractable | Is the Selectable interactable (considers CanvasGroup and ref:interactable. |
IsPressed | Is the Selectable currently pressed. |
OnMove | Determine in which of the 4 move directions the next selectable object should be found. |
OnPointerEnter | Evaluate current state and transition to appropreate state. |
OnPointerExit | Evaluate current state and transition to normal state. |
OnPointerUp | Evaluate eventData and transition to appropriate state. |
OnSelect | Set selection and transition to appropreate state. |
Select | Selects this Selectable. |
IsActive | Returns true if the GameObject and the Component are active. |
IsDestroyed | Returns true if the native representation of the behaviour has been destroyed. |
DoStateTransition | Transition the Selectable to the entered state. |
InstantClearState | Clear any internal state from the Selectable (used when disabling). |
IsHighlighted | Is the selectable currently 'highlighted'. |
UpdateSelectionState | Internally update the selection state of the Selectable. |
Awake | See MonoBehaviour.Awake. |
OnBeforeTransformParentChanged | See MonoBehaviour.OnBeforeTransformParentChanged. |
OnCanvasGroupChanged | See MonoBehaviour.OnCanvasGroupChanged. |
OnDestroy | See MonoBehaviour.OnDestroy. |
OnDidApplyAnimationProperties | See MonoBehaviour.OnDidApplyAnimationProperties. |
OnDisable | See MonoBehaviour.OnDisable. |
OnEnable | See MonoBehaviour.OnEnable. |
OnRectTransformDimensionsChange | See MonoBehaviour.OnRectTransformDimensionsChange. |
OnTransformParentChanged | See MonoBehaviour.OnRectTransformParentChanged. |
OnValidate | See MonoBehaviour.OnValidate. |
Reset | See MonoBehaviour.Reset. |
Start | See MonoBehaviour.Start. |
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. |
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. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
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. |