Class MultiplayerEventSystem | Input System | 1.0.2
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    Class MultiplayerEventSystem

    A modified EventSystem class, which allows multiple players to have their own instances of a UI, each with it's own selection.

    Inheritance
    Object
    UnityEngine.EventSystems.UIBehaviour
    UnityEngine.EventSystems.EventSystem
    MultiplayerEventSystem
    Inherited Members
    UnityEngine.EventSystems.EventSystem.UpdateModules()
    UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject, UnityEngine.EventSystems.BaseEventData)
    UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject)
    UnityEngine.EventSystems.EventSystem.RaycastAll(UnityEngine.EventSystems.PointerEventData, System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>)
    UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject()
    UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject(System.Int32)
    UnityEngine.EventSystems.EventSystem.OnEnable()
    UnityEngine.EventSystems.EventSystem.OnDisable()
    UnityEngine.EventSystems.EventSystem.OnApplicationFocus(System.Boolean)
    UnityEngine.EventSystems.EventSystem.ToString()
    UnityEngine.EventSystems.EventSystem.current
    UnityEngine.EventSystems.EventSystem.sendNavigationEvents
    UnityEngine.EventSystems.EventSystem.pixelDragThreshold
    UnityEngine.EventSystems.EventSystem.currentInputModule
    UnityEngine.EventSystems.EventSystem.firstSelectedGameObject
    UnityEngine.EventSystems.EventSystem.currentSelectedGameObject
    UnityEngine.EventSystems.EventSystem.isFocused
    UnityEngine.EventSystems.EventSystem.alreadySelecting
    UnityEngine.EventSystems.UIBehaviour.Awake()
    UnityEngine.EventSystems.UIBehaviour.Start()
    UnityEngine.EventSystems.UIBehaviour.OnDestroy()
    UnityEngine.EventSystems.UIBehaviour.IsActive()
    UnityEngine.EventSystems.UIBehaviour.OnValidate()
    UnityEngine.EventSystems.UIBehaviour.Reset()
    UnityEngine.EventSystems.UIBehaviour.OnRectTransformDimensionsChange()
    UnityEngine.EventSystems.UIBehaviour.OnBeforeTransformParentChanged()
    UnityEngine.EventSystems.UIBehaviour.OnTransformParentChanged()
    UnityEngine.EventSystems.UIBehaviour.OnDidApplyAnimationProperties()
    UnityEngine.EventSystems.UIBehaviour.OnCanvasGroupChanged()
    UnityEngine.EventSystems.UIBehaviour.OnCanvasHierarchyChanged()
    UnityEngine.EventSystems.UIBehaviour.IsDestroyed()
    Namespace: UnityEngine.InputSystem.UI
    Syntax
    public class MultiplayerEventSystem : EventSystem
    Remarks

    You can use the playerRoot property to specify a part of the hierarchy belonging to the current player. Mouse selection will ignore any game objects not within this hierarchy. For gamepad/keyboard selection, you need to make sure that the navigation links stay within the player's hierarchy.

    Properties

    playerRoot

    Declaration
    public GameObject playerRoot { get; set; }
    Property Value
    Type Description
    GameObject

    Methods

    Update()

    Declaration
    protected override void Update()
    Overrides
    UnityEngine.EventSystems.EventSystem.Update()
    In This Article
    • Properties
      • playerRoot
    • Methods
      • Update()
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