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
UIBehaviour
EventSystem
MultiplayerEventSystem
Inherited Members
EventSystem.current
EventSystem.sendNavigationEvents
EventSystem.pixelDragThreshold
EventSystem.currentInputModule
EventSystem.firstSelectedGameObject
EventSystem.currentSelectedGameObject
EventSystem.isFocused
EventSystem.UpdateModules()
EventSystem.alreadySelecting
EventSystem.SetSelectedGameObject(GameObject, BaseEventData)
EventSystem.SetSelectedGameObject(GameObject)
EventSystem.IsPointerOverGameObject()
EventSystem.ToString()
UIBehaviour.Awake()
UIBehaviour.Start()
UIBehaviour.OnDestroy()
UIBehaviour.IsActive()
UIBehaviour.OnValidate()
UIBehaviour.Reset()
UIBehaviour.OnRectTransformDimensionsChange()
UIBehaviour.OnBeforeTransformParentChanged()
UIBehaviour.OnTransformParentChanged()
UIBehaviour.OnDidApplyAnimationProperties()
UIBehaviour.OnCanvasGroupChanged()
UIBehaviour.OnCanvasHierarchyChanged()
UIBehaviour.IsDestroyed()
Namespace: UnityEngine .InputSystem .UI
Assembly: Unity.InputSystem.dll
Syntax
[HelpURL("https://docs.unity3d.com/Packages/com.unity.inputsystem@1.11/manual/UISupport.html#multiplayer-uis")]
public class MultiplayerEventSystem : EventSystem
Remarks
You can use the player
Properties
playerRoot
The root object of the UI hierarchy that belongs to the given player.
Declaration
public GameObject playerRoot { get; set; }
Property Value
Type | Description |
---|---|
Game |
Remarks
This can either be an entire Canvas
or just part of the hierarchy of
a specific Canvas
.
Methods
OnDisable()
Declaration
protected override void OnDisable()
Overrides
UnityEngine.EventSystems.EventSystem.OnDisable()
OnEnable()
Declaration
protected override void OnEnable()
Overrides
UnityEngine.EventSystems.EventSystem.OnEnable()
Update()
Declaration
protected override void Update()
Overrides
UnityEngine.EventSystems.EventSystem.Update()