This subsystem is responsible for controlling all the other elements that make up eventing. It coordinates which Input Module is currently active, which GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary is currently considered ‘selected’, and a host of other high level Event SystemA way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The Event System consists of a few components that work together to send events. More info
See in Glossary concepts.
Each ‘Update’ the Event System receives the call, looks through its Input Modules and figures out which is the Input Module that should be used for this tick. It then delegates the processing to the modules.
Property: | Function: |
---|---|
First Selected | The GameObject that was selected first. |
Send Navigation Events | Should the EventSystem allow navigation events (move / submit / cancel). |
Drag Threshold | The soft area for dragging in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary. |
Beneath the Properies table is the “Add Default Input Modules” button.
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