Version: 2017.3

EventSystem.SetSelectedGameObject

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public void SetSelectedGameObject (GameObject selected, EventSystems.BaseEventData pointer);

Parameters

selected @param selected Игровой объект для выделения.
pointer @param pointer Связанный EventData.

Description

Set the GameObject as selected. Will send an OnDeselect the the old selected object and OnSelect to the new selected object.

Sets a GameObject as selected in the EventSystem. Make sure you have an EventSystem in your Scene. This sends an OnDeselect to the old selected GameObject and an OnSelect to the new selected GameObject.

//This script shows how you set a non-UI GameObject as the current selected in the EventSystem by clicking on it.
//Make sure to assign a PhysicsRaycaster component to your Main Camera.
//Make sure your Scene has an EventSystem

//Attach this script to a GameObject. Create some other GameObjects to test on. //In Play Mode, click on GameObjects to see the current selected be output to the console

using UnityEngine; using UnityEngine.EventSystems;

public class SetSelectedGameObjectExample : MonoBehaviour { EventSystem m_EventSystem;

void OnEnable() { //Fetch the current EventSystem. Make sure your Scene has one. m_EventSystem = EventSystem.current; }

void Update() { //Check if there is a mouse click if (Input.GetMouseButtonDown(0)) { RaycastHit hit; //Send a ray from the camera to the mouseposition Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Create a raycast from the Camera and output anything it hits if (Physics.Raycast(ray, out hit)) //Check the hit GameObject has a Collider if (hit.collider != null) { //Click a GameObject to return that GameObject your mouse pointer hit GameObject m_MyGameObject = hit.collider.gameObject; //Set this GameObject you clicked as the currently selected in the EventSystem m_EventSystem.SetSelectedGameObject(m_MyGameObject); //Output the current selected GameObject's name to the console Debug.Log("Current selected GameObject : " + m_EventSystem.currentSelectedGameObject); } } } }