docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class DeactivateEvent

    UnityEvent that Unity invokes when the selecting Interactor deactivates an Interactable.

    Inheritance
    object
    UnityEventBase
    UnityEvent<DeactivateEventArgs>
    DeactivateEvent
    Implements
    ISerializationCallbackReceiver
    Inherited Members
    UnityEvent<DeactivateEventArgs>.AddListener(UnityAction<DeactivateEventArgs>)
    UnityEvent<DeactivateEventArgs>.RemoveListener(UnityAction<DeactivateEventArgs>)
    UnityEvent<DeactivateEventArgs>.Invoke(DeactivateEventArgs)
    UnityEventBase.GetPersistentEventCount()
    UnityEventBase.GetPersistentTarget(int)
    UnityEventBase.GetPersistentMethodName(int)
    UnityEventBase.SetPersistentListenerState(int, UnityEventCallState)
    UnityEventBase.GetPersistentListenerState(int)
    UnityEventBase.RemoveAllListeners()
    UnityEventBase.ToString()
    UnityEventBase.GetValidMethodInfo(object, string, Type[])
    UnityEventBase.GetValidMethodInfo(Type, string, Type[])
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.XR.Interaction.Toolkit
    Assembly: Unity.XR.Interaction.Toolkit.dll
    Syntax
    [Serializable]
    public sealed class DeactivateEvent : UnityEvent<DeactivateEventArgs>, ISerializationCallbackReceiver
    Remarks

    Not to be confused with activating or deactivating a GameObject with SetActive(bool). This is a generic event when an Interactor wants to deactivate its selected Interactable, such as from a trigger pull on a controller.

    Implements

    ISerializationCallbackReceiver
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)