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.UpdateModules()
    
    
      EventSystem.SetSelectedGameObject(GameObject, BaseEventData)
    
    
      EventSystem.SetSelectedGameObject(GameObject)
    
    
    
      EventSystem.IsPointerOverGameObject()
    
    
    
    
      EventSystem.Start()
    
    
      EventSystem.OnDestroy()
    
    
    
      EventSystem.ToString()
    
    
      EventSystem.current
    
    
      EventSystem.sendNavigationEvents
    
    
      EventSystem.pixelDragThreshold
    
    
      EventSystem.currentInputModule
    
    
      EventSystem.firstSelectedGameObject
    
    
      EventSystem.currentSelectedGameObject
    
    
      EventSystem.isFocused
    
    
      EventSystem.alreadySelecting
    
    
      UIBehaviour.Awake()
    
    
      UIBehaviour.IsActive()
    
    
      UIBehaviour.OnValidate()
    
    
      UIBehaviour.Reset()
    
    
      UIBehaviour.OnRectTransformDimensionsChange()
    
    
      UIBehaviour.OnBeforeTransformParentChanged()
    
    
      UIBehaviour.OnTransformParentChanged()
    
    
      UIBehaviour.OnDidApplyAnimationProperties()
    
    
      UIBehaviour.OnCanvasGroupChanged()
    
    
      UIBehaviour.OnCanvasHierarchyChanged()
    
    
      UIBehaviour.IsDestroyed()
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      Object.FindObjectsByType<T>(FindObjectsSortMode)
    
    
    
      Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    
    
    
    
      Object.FindFirstObjectByType<T>()
    
    
      Object.FindAnyObjectByType<T>()
    
    
      Object.FindFirstObjectByType<T>(FindObjectsInactive)
    
    
      Object.FindAnyObjectByType<T>(FindObjectsInactive)
    
    
    
    
    
    
    
    
    
  Namespace: UnityEngine.InputSystem.UI
Assembly: Unity.InputSystem.dll
Syntax
[HelpURL("https://docs.unity3d.com/Packages/com.unity.inputsystem@1.14/manual/UISupport.html#multiplayer-uis")]
public class MultiplayerEventSystem : EventSystemRemarks
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, and all other navigation, using keyboard or gamepad for example, will be constrained to game objects under that hierarchy.
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 | 
|---|---|
| GameObject | 
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()