The script used to be:
function OnMouseEnter()
{
renderer.material.color = Color.grey;
}
But using that is now obsolete after an update and I have no idea what the current syntax is or how one would go about finding it out. I've searched everywhere and couldn't find an answer.
Since Unity 4.6 there is a new way of handling input events. One have to use interfaces from UnityEngine.EventSystems namespace. Look at this example:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems; // dont forget this
public class SomeController : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
private bool hovered = false;
// from IPointerEnterHandler
public void OnPointerEnter(PointerEventData eventData)
{
hovered = true;
}
// from IPointerExitHandler
public void OnPointerExit(PointerEventData eventData)
{
hovered = false;
}
// from IPointerClickHandler
public void OnPointerClick(PointerEventData eventData)
{
// send some event
}
}
Still, you have to add collider component to your object.
Related
How to turn off scene transition animations?
I would like to disable the animation ONLY for the RestartGame command. so that the animation works for other commands.
Is there any script for such a thing?
this is my animation script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public Animator transition;
public float transitionTime = 1f;
public void LoadNextLevel()
{
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
}
public AudioClip impact;
IEnumerator LoadLevel(int LevelIndex)
{
transition.SetTrigger("Start");
yield return new WaitForSeconds(transitionTime);
SceneManager.LoadScene(LevelIndex);
yield return new WaitForSeconds(0.3f);
AudioSource.PlayClipAtPoint(impact, transform.position);
}
}
and this is my RestartGame command which is in another script:
public void RestartGame()
{
SceneManager.LoadScene(PlayerPrefs.GetInt("SavedScene"));
}
In your actualy code, the RestartGame method don't use de animation, but if you have an animation on your scene when this starts, you can save a PlayerPref variable inside the RestartGame method before load the scene, and then check the variable before the animation.
For example:
public void RestartGame()
{
PlayerPrefs.SetInt("isRestarting",1);
SceneManager.LoadScene(PlayerPrefs.GetInt("SavedScene"));
}
then in the start of the new scene
void Start ()
{
if(PlayerPrefs.GetInt("isRestarting",0)!=1)
{
//Do the animation
}
}
You can add another option to IEnumerator that controls the animation.
IEnumerator LoadLevel(int LevelInde, bool hasAnimation = true)
{
if (hasAnimation)
{
transition.SetTrigger("Start");
yield return new WaitForSeconds(transitionTime);
}
SceneManager.LoadScene(LevelIndex);
yield return new WaitForSeconds(0.3f);
AudioSource.PlayClipAtPoint(impact, transform.position);
}
Now set it to true when restart and false to other cases. On LoadNextLevel:
StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1, false));
How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image, RawImage, Buttons, InputField and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
So how to do it?
Second:
How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image, RawImage and Text Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
2.Button Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler and its OnPointerDown function from method 1.
3.InputField Component:
You use events to register to register for InputField submit:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
4.Slider Component:
To detect when slider value changes during drag:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
For other events, use Method 1.
5.Dropdown Component
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster to the main Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster to the main Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
Troubleshooting the EventSystem:
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas. It means that a Canvas must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster is not attached to the camera. Make sure that PhysicsRaycaster is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster is not attached to the camera. Make sure that Physics2DRaycaster is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag, OnPointerClick, OnPointerEnter and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger Componenet to Your UI elements that already have these Events you just have to pass method/Function on specific event.
You could use OnMouseDown as well. OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. This event is sent to all scripts of the Collider or GUIElement.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
Do not use OnMouseDown() for mobile performance and multi-touch issues.
This code works on UI Objects for multi-touches
In my answer, I use Image element with a "Button" tag and it has a ButtonController script with a ButtonDown() public method that should be called when user touches the Image element.
Note: Image element has a 2D Collider.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class TouchScript : MonoBehaviour
{
void Update()
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
List<RaycastResult> raycastResult = new List<RaycastResult>();
foreach (Touch touch in Input.touches)
{
if(touch.phase.Equals(TouchPhase.Began))
{
pointer.position = touch.position;
EventSystem.current.RaycastAll(pointer, raycastResult);
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject.tag == "Button")
{
result.gameObject.GetComponent<ButtonController>().ButtonDown();
}
}
raycastResult.Clear();
}
}
}
}
How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image, RawImage, Buttons, InputField and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
So how to do it?
Second:
How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image, RawImage and Text Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
2.Button Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler and its OnPointerDown function from method 1.
3.InputField Component:
You use events to register to register for InputField submit:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
4.Slider Component:
To detect when slider value changes during drag:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
For other events, use Method 1.
5.Dropdown Component
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster to the main Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster to the main Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
Troubleshooting the EventSystem:
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas. It means that a Canvas must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster is not attached to the camera. Make sure that PhysicsRaycaster is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster is not attached to the camera. Make sure that Physics2DRaycaster is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag, OnPointerClick, OnPointerEnter and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger Componenet to Your UI elements that already have these Events you just have to pass method/Function on specific event.
You could use OnMouseDown as well. OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. This event is sent to all scripts of the Collider or GUIElement.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
Do not use OnMouseDown() for mobile performance and multi-touch issues.
This code works on UI Objects for multi-touches
In my answer, I use Image element with a "Button" tag and it has a ButtonController script with a ButtonDown() public method that should be called when user touches the Image element.
Note: Image element has a 2D Collider.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class TouchScript : MonoBehaviour
{
void Update()
{
PointerEventData pointer = new PointerEventData(EventSystem.current);
List<RaycastResult> raycastResult = new List<RaycastResult>();
foreach (Touch touch in Input.touches)
{
if(touch.phase.Equals(TouchPhase.Began))
{
pointer.position = touch.position;
EventSystem.current.RaycastAll(pointer, raycastResult);
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject.tag == "Button")
{
result.gameObject.GetComponent<ButtonController>().ButtonDown();
}
}
raycastResult.Clear();
}
}
}
}
Let's go straight to an example. Let's say we have:
Update(){
if (value.Equals("circular")) moveGameObjectInACircularWay();
else if (value.Equals("linear")) moveGameObjectInALinearWay();
}
I think that is not very elegant solution. Unity needs to perform a comparison every frame. That does not sound very optimal to me. I'm just guessing it should be some other way to implement the same like:
Start () {
if (value.Equals("circular")) movement += moveGameObjectInACircularWay;
else if (value.Equals("linear")) movement += moveGameObjectInALinearWay;
}
Update () {
movement();
}
I guess the solution is related with delegates. That's why my proposed solution looks like delegates. I don't understand what delegates are well yet.
From MSDN "A delegate in C# is similar to a function pointer in C or C++. Using a delegate allows the programmer to encapsulate a reference to a method inside a delegate object." (https://msdn.microsoft.com/en-us/library/aa288459(v=vs.71).aspx) In short is a pointer to a method. What you want to do is the following:
using UnityEngine;
using System.Collections;
public delegate void MovementDelegate();
public class Movement : MonoBehaviour {
MovementDelegate movementFunction=null;
public string value = "linear";
void Start () {
if (value.Equals("circular")) movementFunction = moveGameObjectInACircularWay;
else if (value.Equals("linear")) movementFunction = moveGameObjectInALinearWay;
}
// Update is called once per frame
void Update()
{
if (movementFunction != null)
{
movementFunction();
}
}
void moveGameObjectInACircularWay()
{
Debug.Log("do circular movement here");
}
void moveGameObjectInALinearWay()
{
Debug.Log("do linear movement here");
}
}
The functions you declare must have the same signature as the delegate signature. If you want to add parameters to it, ex. an int, decalre your delegate as
public delegate void MovementDelegate(int speed);
and your implementation functions as
void moveGameObjectInACircularWay(int speed)
void moveGameObjectInALinearWay(int speed)
and change the call to
movementFunction(yourIntHere)
UPDATED!: Thanks to Joe Blow suggestion here is another solution:
public class Movement : MonoBehaviour
{
Action<int> movementFunction = null;
public string value = "linear";
void Start()
{
if (value.Equals("circular")) movementFunction = moveGameObjectInACircularWay;
else if (value.Equals("linear")) movementFunction = moveGameObjectInALinearWay;
}
// Update is called once per frame
void Update()
{
if (movementFunction != null)
{
movementFunction(2);
}
}
void moveGameObjectInACircularWay(int speed)
{
Debug.Log("do circular movement here "+ speed);
}
void moveGameObjectInALinearWay(int speed)
{
Debug.Log("do linear movement here " + speed);
}
}
My favorite answer has been written by Joe Blow in the comments:
Unity is components based. We better switch to Component-Based Thinking instead working with delegates.
So make two (or more) different scripts, and put those on the game object in question. Then, turn on and off these components as you wish.
So we would have to scripts added to our game object: MoveGameObjectInACircularWay.cs and MoveGameObjectInALinearWay.cs. Then a MainGameObjectScript.cs also added to our game object with the following code:
void Start () {
GetComponent()<MoveGameObjectInACircularWay>.active = true;
GetComponent()<MoveGameObjectInALinearWay>.active = false;
}
I am using Unity 5.2 UI. I am working on a game for iOS. I have a custom keyboard. I want to add the functionality to the del/backspace key so that when i hold the del key for more than 2 secs, it deletes the whole word instead of a single letter, which it deletes on single clicks. How do I achieve that?
Using the UGUI event you'd create a script like the following and attach it to your button:
using UnityEngine;
using UnityEngine.EventSystems;
public class LongPress : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
private bool isDown;
private float downTime;
public void OnPointerDown(PointerEventData eventData) {
this.isDown = true;
this.downTime = Time.realtimeSinceStartup;
}
public void OnPointerUp(PointerEventData eventData) {
this.isDown = false;
}
void Update() {
if (!this.isDown) return;
if (Time.realtimeSinceStartup - this.downTime > 2f) {
print("Handle Long Tap");
this.isDown = false;
}
}
}