Class Button | Unity UI | 1.0.0
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    Class Button

    A standard button that sends an event when clicked.

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    UIBehaviour
    Selectable
    Button
    Inherited Members
    Selectable.s_Selectables
    Selectable.s_SelectableCount
    Selectable.allSelectablesArray
    Selectable.allSelectableCount
    Selectable.allSelectables
    Selectable.AllSelectablesNoAlloc(Selectable[])
    Selectable.m_CurrentIndex
    Selectable.navigation
    Selectable.transition
    Selectable.colors
    Selectable.spriteState
    Selectable.animationTriggers
    Selectable.targetGraphic
    Selectable.interactable
    Selectable.image
    Selectable.Awake()
    Selectable.OnCanvasGroupChanged()
    Selectable.IsInteractable()
    Selectable.OnDidApplyAnimationProperties()
    Selectable.OnEnable()
    Selectable.OnTransformParentChanged()
    Selectable.OnDisable()
    Selectable.currentSelectionState
    Selectable.InstantClearState()
    Selectable.DoStateTransition(Selectable.SelectionState, Boolean)
    Selectable.FindSelectable(Vector3)
    Selectable.FindSelectableOnLeft()
    Selectable.FindSelectableOnRight()
    Selectable.FindSelectableOnUp()
    Selectable.FindSelectableOnDown()
    Selectable.OnMove(AxisEventData)
    Selectable.IsHighlighted()
    Selectable.IsPressed()
    Selectable.OnPointerDown(PointerEventData)
    Selectable.OnPointerUp(PointerEventData)
    Selectable.OnPointerEnter(PointerEventData)
    Selectable.OnPointerExit(PointerEventData)
    Selectable.OnSelect(BaseEventData)
    Selectable.OnDeselect(BaseEventData)
    Selectable.Select()
    UIBehaviour.Start()
    UIBehaviour.OnDestroy()
    UIBehaviour.IsActive()
    UIBehaviour.OnRectTransformDimensionsChange()
    UIBehaviour.OnBeforeTransformParentChanged()
    UIBehaviour.OnCanvasHierarchyChanged()
    UIBehaviour.IsDestroyed()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(String, Single)
    MonoBehaviour.InvokeRepeating(String, Single, Single)
    MonoBehaviour.CancelInvoke(String)
    MonoBehaviour.IsInvoking(String)
    MonoBehaviour.StartCoroutine(String)
    MonoBehaviour.StartCoroutine(String, Object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(String)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(Object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, Component)
    Component.TryGetComponent<T>(T)
    Component.GetComponent(String)
    Component.GetComponentInChildren(Type, Boolean)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(Boolean)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, Boolean)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(Boolean)
    Component.GetComponentsInChildren<T>(Boolean, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, Boolean)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(Boolean)
    Component.GetComponentsInParent<T>(Boolean, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(String)
    Component.SendMessageUpwards(String, Object, SendMessageOptions)
    Component.SendMessageUpwards(String, Object)
    Component.SendMessageUpwards(String)
    Component.SendMessageUpwards(String, SendMessageOptions)
    Component.SendMessage(String, Object)
    Component.SendMessage(String)
    Component.SendMessage(String, Object, SendMessageOptions)
    Component.SendMessage(String, SendMessageOptions)
    Component.BroadcastMessage(String, Object, SendMessageOptions)
    Component.BroadcastMessage(String, Object)
    Component.BroadcastMessage(String)
    Component.BroadcastMessage(String, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Component.rigidbody
    Component.rigidbody2D
    Component.camera
    Component.light
    Component.animation
    Component.constantForce
    Component.renderer
    Component.audio
    Component.networkView
    Component.collider
    Component.collider2D
    Component.hingeJoint
    Component.particleSystem
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, Boolean)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
    Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindObjectOfType(Type, Boolean)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: UnityEngine.UI
    Syntax
    [AddComponentMenu("UI/Button", 30)]
    public class Button : Selectable, IMoveHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler, IPointerClickHandler, ISubmitHandler, IEventSystemHandler

    Constructors

    Button()

    Declaration
    protected Button()

    Properties

    onClick

    UnityEvent that is triggered when the button is pressed. Note: Triggered on MouseUp after MouseDown on the same object.

    Declaration
    public Button.ButtonClickedEvent onClick { get; set; }
    Property Value
    Type Description
    Button.ButtonClickedEvent
    Examples
     using UnityEngine;
     using UnityEngine.UI;
     using System.Collections;
    
     public class ClickExample : MonoBehaviour
     {
         public Button yourButton;
    
         void Start()
         {
             Button btn = yourButton.GetComponent<Button>();
             btn.onClick.AddListener(TaskOnClick);
         }
    
         void TaskOnClick()
         {
             Debug.Log("You have clicked the button!");
         }
     }

    Methods

    OnPointerClick(PointerEventData)

    Call all registered IPointerClickHandlers. Register button presses using the IPointerClickHandler. You can also use it to tell what type of click happened (left, right etc.). Make sure your Scene has an EventSystem.

    Declaration
    public virtual void OnPointerClick(PointerEventData eventData)
    Parameters
    Type Name Description
    PointerEventData eventData

    Pointer Data associated with the event. Typically by the event system.

    Implements
    IPointerClickHandler.OnPointerClick(PointerEventData)
    Examples
    //Attatch this script to a Button GameObject
    using UnityEngine;
    using UnityEngine.EventSystems;
    
    public class Example : MonoBehaviour, IPointerClickHandler
    {
        //Detect if a click occurs
        public void OnPointerClick(PointerEventData pointerEventData)
        {
                //Use this to tell when the user right-clicks on the Button
            if (pointerEventData.button == PointerEventData.InputButton.Right)
            {
                //Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
                Debug.Log(name + " Game Object Right Clicked!");
            }
    
            //Use this to tell when the user left-clicks on the Button
            if (pointerEventData.button == PointerEventData.InputButton.Left)
            {
                Debug.Log(name + " Game Object Left Clicked!");
            }
        }
    }

    OnSubmit(BaseEventData)

    Call all registered ISubmitHandler.

    Declaration
    public virtual void OnSubmit(BaseEventData eventData)
    Parameters
    Type Name Description
    BaseEventData eventData

    Associated data with the event. Typically by the event system.

    Implements
    ISubmitHandler.OnSubmit(BaseEventData)
    Remarks

    This detects when a Button has been selected via a "submit" key you specify (default is the return key).

    To change the submit key, either:

    1. Go to Edit->Project Settings->Input.

    2. Next, expand the Axes section and go to the Submit section if it exists.

    3. If Submit doesn’t exist, add 1 number to the Size field. This creates a new section at the bottom. Expand the new section and change the Name field to “Submit”.

    4. Change the Positive Button field to the key you want (e.g. space).

    Or:

    1. Go to your EventSystem in your Project

    2. Go to the Inspector window and change the Submit Button field to one of the sections in the Input Manager (e.g. "Submit"), or create your own by naming it what you like, then following the next few steps.

    3. Go to Edit->Project Settings->Input to get to the Input Manager.

    4. Expand the Axes section in the Inspector window. Add 1 to the number in the Size field. This creates a new section at the bottom.

    5. Expand the new section and name it the same as the name you inserted in the Submit Button field in the EventSystem. Set the Positive Button field to the key you want (e.g. space)

    Extension Methods

    UIBehaviourExtensions.InvokeOnEnable(UIBehaviour)
    UIBehaviourExtensions.InvokeOnDisable(UIBehaviour)
    UIBehaviourExtensions.InvokeAwake(UIBehaviour)
    UIBehaviourExtensions.InvokeRebuild(UIBehaviour, CanvasUpdate)
    UIBehaviourExtensions.InvokeLateUpdate(UIBehaviour)
    UIBehaviourExtensions.InvokeUpdate(UIBehaviour)
    UIBehaviourExtensions.InvokeOnRectTransformDimensionsChange(UIBehaviour)
    UIBehaviourExtensions.InvokeOnCanvasGroupChanged(UIBehaviour)
    UIBehaviourExtensions.InvokeOnDidApplyAnimationProperties(UIBehaviour)
    SelectableExtensions.InvokeOnPointerDown(Selectable, PointerEventData)
    SelectableExtensions.InvokeOnPointerUp(Selectable, PointerEventData)
    SelectableExtensions.InvokeOnPointerEnter(Selectable, PointerEventData)
    SelectableExtensions.InvokeOnPointerExit(Selectable, PointerEventData)
    SelectableExtensions.InvokeTriggerAnimation(Selectable, String)
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    on October 6, 2020