docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class OnScreenButton

    A button that is visually represented on-screen and triggered by touch or other pointer input.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    OnScreenControl
    OnScreenButton
    Implements
    IPointerDownHandler
    IPointerUpHandler
    IEventSystemHandler
    Inherited Members
    OnScreenControl.controlPath
    OnScreenControl.control
    OnScreenControl.SendValueToControl<TValue>(TValue)
    OnScreenControl.SentDefaultValueToControl()
    OnScreenControl.OnEnable()
    OnScreenControl.OnDisable()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(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, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, 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
    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, bool)
    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, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: UnityEngine.InputSystem.OnScreen
    Assembly: Unity.InputSystem.dll
    Syntax
    [AddComponentMenu("Input/On-Screen Button")]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/OnScreen.html#on-screen-buttons")]
    public class OnScreenButton : OnScreenControl, IPointerDownHandler, IPointerUpHandler, IEventSystemHandler

    Properties

    controlPathInternal

    Accessor for the controlPath of the component. Must be implemented by subclasses.

    Declaration
    protected override string controlPathInternal { get; set; }
    Property Value
    Type Description
    string
    Overrides
    OnScreenControl.controlPathInternal
    Remarks

    Moving the definition of how the control path is stored into subclasses allows them to apply their own InputControlAttribute attributes to them and thus set their own layout filters.

    Methods

    OnPointerDown(PointerEventData)

    Use this callback to detect pointer down events.

    Declaration
    public void OnPointerDown(PointerEventData eventData)
    Parameters
    Type Name Description
    PointerEventData eventData

    OnPointerUp(PointerEventData)

    Use this callback to detect pointer up events.

    Declaration
    public void OnPointerUp(PointerEventData eventData)
    Parameters
    Type Name Description
    PointerEventData eventData

    Implements

    UnityEngine.EventSystems.IPointerDownHandler
    UnityEngine.EventSystems.IPointerUpHandler
    UnityEngine.EventSystems.IEventSystemHandler
    In This Article
    Back to top
    Copyright © 2024 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)