class in UnityEngine.UI
/
Inherits from: UI.Selectable
Implements interfaces: ICanvasElement, IDeselectHandler, IEventSystemHandler, IEventSystemHandler, IMoveHandler, IPointerClickHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler, IPointerUpHandler, ISelectHandler, ISubmitHandler
A standard toggle that has an on / off state.
The toggle component is a Selectable that controls a child graphic which displays the on / off state. 
When a toggle event occurs a callback is sent to any registered listeners of onValueChanged.
| graphic | Graphic affected by the toggle. | 
| group | Group the toggle belongs to. | 
| isOn | Is the toggle on. | 
| onValueChanged | Callback executed when the value of the toggle is changed. | 
| toggleTransition | Transition mode for the toggle. | 
| GraphicUpdateComplete | See ICanvasElement.GraphicUpdateComplete. | 
| LayoutComplete | See ICanvasElement.LayoutComplete. | 
| OnDisable | See MonoBehaviour.OnDisable. | 
| OnPointerClick | Handling for when the toggle is 'clicked'. | 
| OnSubmit | Handling for when the submit key is pressed. | 
| Rebuild | Handling for when the canvas is rebuilt. | 
| OnDisable | See MonoBehaviour.OnDisable. | 
| allSelectables | List of all the selectable objects currently active in the scene. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had enabled called. | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| useGUILayout | Disabling this lets you skip the GUI layout phase. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| animationTriggers | The AnimationTriggers for this selectable object. | 
| animator | Convenience function to get the Animator component on the GameObject. | 
| colors | The ColorBlock for this selectable object. | 
| image | Convenience function that converts the referenced Graphic to a Image, if possible. | 
| interactable | UI.Selectable.interactable. | 
| navigation | The Navigation setting for this selectable object. | 
| spriteState | The SpriteState for this selectable object. | 
| targetGraphic | Graphic that will be transitioned upon. | 
| transition | The type of transition that will be applied to the targetGraphic when the state changes. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. | 
| Invoke | Invokes the method methodName in time seconds. | 
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. | 
| IsInvoking | Is any invoke on methodName pending? | 
| StartCoroutine | Starts a coroutine. | 
| StopAllCoroutines | Stops all coroutines running on this behaviour. | 
| StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| DoStateTransition | Transition the Selectable to the entered state. | 
| FindSelectable | Finds the selectable object next to this one. | 
| FindSelectableOnDown | Find the selectable object below this one. | 
| FindSelectableOnLeft | Find the selectable object to the left of this one. | 
| FindSelectableOnRight | Find the selectable object to the right of this one. | 
| FindSelectableOnUp | Find the selectable object above this one. | 
| InstantClearState | Clear any internal state from the Selectable (used when disabling). | 
| IsHighlighted | Is the selectable currently 'highlighted'. | 
| IsInteractable | UI.Selectable.IsInteractable. | 
| OnDeselect | Unset selection and transition to appropriate state. | 
| OnMove | Determine in which of the 4 move directions the next selectable object should be found. | 
| OnPointerDown | Evaluate current state and transition to pressed state. | 
| OnPointerEnter | Evaluate current state and transition to appropriate state. | 
| OnPointerExit | Evaluate current state and transition to normal state. | 
| OnPointerUp | Evaluate eventData and transition to appropriate state. | 
| OnSelect | Set selection and transition to appropriate state. | 
| Select | Selects this Selectable. | 
| UpdateSelectionState | Internally update the selection state of the Selectable. | 
| Awake | See MonoBehaviour.Awake. | 
| IsActive | Returns true if the GameObject and the Component are active. | 
| IsDestroyed | Returns true if the native representation of the behaviour has been destroyed. | 
| OnBeforeTransformParentChanged | See MonoBehaviour.OnBeforeTransformParentChanged. | 
| OnCanvasGroupChanged | See MonoBehaviour.OnCanvasGroupChanged. | 
| OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. | 
| OnDestroy | See MonoBehaviour.OnDestroy. | 
| OnDidApplyAnimationProperties | See LayoutGroup.OnDidApplyAnimationProperties. | 
| OnEnable | See MonoBehaviour.OnEnable. | 
| OnRectTransformDimensionsChange | This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring. | 
| OnTransformParentChanged | See MonoBehaviour.OnRectTransformParentChanged. | 
| OnValidate | See MonoBehaviour.OnValidate. | 
| Reset | See MonoBehaviour.Reset. | 
| Start | See MonoBehaviour.Start. | 
| DoStateTransition | Transition the Selectable to the entered state. | 
| InstantClearState | Clear any internal state from the Selectable (used when disabling). | 
| IsHighlighted | Is the selectable currently 'highlighted'. | 
| UpdateSelectionState | Internally update the selection state of the Selectable. | 
| Awake | See MonoBehaviour.Awake. | 
| OnBeforeTransformParentChanged | See MonoBehaviour.OnBeforeTransformParentChanged. | 
| OnCanvasGroupChanged | See MonoBehaviour.OnCanvasGroupChanged. | 
| OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. | 
| OnDestroy | See MonoBehaviour.OnDestroy. | 
| OnDidApplyAnimationProperties | See LayoutGroup.OnDidApplyAnimationProperties. | 
| OnEnable | See MonoBehaviour.OnEnable. | 
| OnRectTransformDimensionsChange | This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring. | 
| OnTransformParentChanged | See MonoBehaviour.OnRectTransformParentChanged. | 
| OnValidate | See MonoBehaviour.OnValidate. | 
| Reset | See MonoBehaviour.Reset. | 
| Start | See MonoBehaviour.Start. | 
| Logs message to the Unity Console (identical to Debug.Log). | |
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Returns a copy of the object original. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
| Awake | Awake is called when the script instance is being loaded. | 
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. | 
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. | 
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). | 
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. | 
| OnApplicationFocus | Sent to all game objects when the player gets or loses focus. | 
| OnApplicationPause | Sent to all game objects when the player pauses. | 
| OnApplicationQuit | Sent to all game objects before the application is quit. | 
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. | 
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. | 
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. | 
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. | 
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). | 
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. | 
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). | 
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. | 
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). | 
| OnConnectedToServer | Called on the client when you have successfully connected to a server. | 
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. | 
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. | 
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. | 
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. | 
| OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. | 
| OnEnable | This function is called when the object becomes enabled and active. | 
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. | 
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. | 
| OnGUI | OnGUI is called for rendering and handling GUI events. | 
| OnJointBreak | Called when a joint attached to the same game object broke. | 
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. | 
| OnLevelWasLoaded | This function is called after a new level was loaded. | 
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. | 
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. | 
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. | 
| OnMouseEnter | Called when the mouse enters the GUIElement or Collider. | 
| OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. | 
| OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. | 
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. | 
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. | 
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. | 
| OnParticleCollision | OnParticleCollision is called when a particle hits a collider. | 
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. | 
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. | 
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. | 
| OnPreCull | OnPreCull is called before a camera culls the scene. | 
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. | 
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. | 
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. | 
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. | 
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. | 
| OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. | 
| OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. | 
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. | 
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). | 
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. | 
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). | 
| OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. | 
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). | 
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). | 
| OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. | 
| Reset | Reset to default values. | 
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. | 
| Update | Update is called every frame, if the MonoBehaviour is enabled. |