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
UnityEngine.EventSystems.UIBehaviour
UnityEngine.EventSystems.EventSystem
MultiplayerEventSystem
Inherited Members
UnityEngine.EventSystems.EventSystem.UpdateModules()
UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject, UnityEngine.EventSystems.BaseEventData)
UnityEngine.EventSystems.EventSystem.SetSelectedGameObject(UnityEngine.GameObject)
UnityEngine.EventSystems.EventSystem.RaycastAll(UnityEngine.EventSystems.PointerEventData, System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>)
UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject()
UnityEngine.EventSystems.EventSystem.IsPointerOverGameObject(System.Int32)
UnityEngine.EventSystems.EventSystem.OnApplicationFocus(System.Boolean)
UnityEngine.EventSystems.EventSystem.ToString()
UnityEngine.EventSystems.EventSystem.current
UnityEngine.EventSystems.EventSystem.sendNavigationEvents
UnityEngine.EventSystems.EventSystem.pixelDragThreshold
UnityEngine.EventSystems.EventSystem.currentInputModule
UnityEngine.EventSystems.EventSystem.firstSelectedGameObject
UnityEngine.EventSystems.EventSystem.currentSelectedGameObject
UnityEngine.EventSystems.EventSystem.isFocused
UnityEngine.EventSystems.EventSystem.alreadySelecting
UnityEngine.EventSystems.UIBehaviour.Awake()
UnityEngine.EventSystems.UIBehaviour.Start()
UnityEngine.EventSystems.UIBehaviour.OnDestroy()
UnityEngine.EventSystems.UIBehaviour.IsActive()
UnityEngine.EventSystems.UIBehaviour.OnValidate()
UnityEngine.EventSystems.UIBehaviour.Reset()
UnityEngine.EventSystems.UIBehaviour.OnRectTransformDimensionsChange()
UnityEngine.EventSystems.UIBehaviour.OnBeforeTransformParentChanged()
UnityEngine.EventSystems.UIBehaviour.OnTransformParentChanged()
UnityEngine.EventSystems.UIBehaviour.OnDidApplyAnimationProperties()
UnityEngine.EventSystems.UIBehaviour.OnCanvasGroupChanged()
UnityEngine.EventSystems.UIBehaviour.OnCanvasHierarchyChanged()
UnityEngine.EventSystems.UIBehaviour.IsDestroyed()
Namespace: UnityEngine.InputSystem.UI
Syntax
[HelpURL("https://docs.unity.cn/Packages/com.unity.inputsystem@1.4/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()