What matters is the size and shape of the collider component, which is simply a defined region around, on or within the object that you want Unity to detect another object contacting. This is what enables scenarios like detecting when you enter the region of an idle zombie or boulders that...
public class Example : MonoBehaviour, IPointerClickHandler { //Detect if a click occurs public void OnPointerClick(PointerEventData pointerEventData) { //Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the ...
Log("Mouse Clicked"); } } } What we’re doing here is using Input.GetMouseButtonDown to detect if the left mouse button, represented by 0, was clicked during the current frame. This means that when you click, even if you hold the button down, this will only return true in one Update...
If you handle events, Repeat is an important but dangerous method. It may cause an infinite loop, so handle with care: using UniRx; using UniRx.Triggers; public class DangerousDragAndDrop : MonoBehaviour { void Start() { this.gameObject.OnMouseDownAsObservable() .SelectMany(_ => this.gameObject...
That being said, the result of the build in Visual Studio is never used or picked up by Unity as their compilation pipeline is closed. Building in Visual Studio is just consuming resources for nothing. If you need a full build because you have tools or a setup that depends on it, you ...
public ButtonClickedEvent onClick { get { return m_OnClick; } set { m_OnClick = value; } } private void Press() { if (!IsActive() || !IsInteractable()) return; UISystemProfilerApi.AddMarker("Button.onClick", this); m_OnClick.Invoke(); ...
If the user goes off the button edge after animation, and your button is placed too close to the edge of the mc, it won’t be able to detect the mouse leaving the mc area, and won’t play the backwards animation. 如果用户在动画后离开按钮边缘,并且您的按钮放置在离mc边缘太近的位置,则...
functionUpdate(){// Detect mouse left clicksif(Input.GetMouseButtonDown(0)){// Check if the GameObject is clicked by casting a// Ray from the main camera to the touched position.varray:Ray=Camera.main.ScreenPointToRay(Input.mousePosition);varhit:RaycastHit;// Cast a ray of distance 100, and...
public ButtonClickedEvent onClick get return m_OnClick; set m_OnClick = value; private void Press() if (!IsActive() || !IsInteractable()) return; UISystemProfilerApi.AddMarker("Button.onClick", this); m_OnClick.Invoke(); /// <summary> ...
Here is an example of using on a array: usingSaintsField;[RichLabel(nameof(ArrayLabels),true)]publicstring[]arrayLabels;// if you do not care about the actual value, use `object` as the first parameterprivatestringArrayLabels(object_,intindex)=>$"<color=pink>[{(char)('A'+index)}]"...