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    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
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    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.RaycastAll(PointerEventData, List<RaycastResult>)
    EventSystem.IsPointerOverGameObject()
    EventSystem.IsPointerOverGameObject(int)
    EventSystem.OnApplicationFocus(bool)
    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()
    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.name
    Object.hideFlags
    Namespace: UnityEngine.InputSystem.UI
    Assembly: Unity.InputSystem.dll
    Syntax
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.inputsystem@1.8/manual/UISupport.html#multiplayer-uis")]
    public class MultiplayerEventSystem : EventSystem
    Remarks

    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()
    In This Article
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