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Question by Vashar23 · May 18, 2017 at 12:41 PM · unity 5uivrcanvasbuttons

multiple buttons to open world canvases in vr

Hi, I'm trying to create an in-game iPad tablet to access infos and settings. I'm using the VRTK for interactions and vive set

It's a simple gameobject with some child canvases, the initial one with buttons as widgets, plus a few options to regulate volume and stuff. Basically each button will deactivate the main canvas and open a new one, each button a different page. To avoid wet code I'm trying to make the script so that it can identify the tag of the button and select the new canvas accordingly, but I have little idea how. Found that I could use the Event System to identifiy the buittons currently interacted, but I havent found a way to apply it in my case

Hee's the script, so far I'm only working with one page so it reads only the tag of the objerct I've applyed it to

public class InfoManager : MonoBehaviour {

 public Transform MainMenu, CappadociaPage, PrimPage, UnifiPage, MiurPage, SurveyPage;
 public AudioSource Tap;

 private bool buttonClicked;
 public Transform InfoPage;
 public GameObject buttonUsed;

 private void Start()
 {
     // Detect which page the menu should go to based on the button clicked
     if (gameObject.tag == "Cappadocia")
     {
         InfoPage = CappadociaPage;
     }
     else if (gameObject.tag == "PRIM")
     {
         InfoPage = PrimPage;
     }
     else if (gameObject.tag == "UNIFI")
     {
         InfoPage = UnifiPage;
     }
     else if (gameObject.tag == "MIUR")
     {
         InfoPage = MiurPage;
     }
     else if (gameObject.tag == "survey")
     {
         InfoPage = SurveyPage;
     }
 }

 private void Update()
 {

     GameObject buttonUsed = GameObject.Find("EventSystem");

     // Switch between the menu and the info page
     if (!buttonClicked)
     {
         MainMenu.gameObject.SetActive(true);
         InfoPage.gameObject.SetActive(false);
     }
     else
     {
         MainMenu.gameObject.SetActive(false);
         InfoPage.gameObject.SetActive(true);
     }
 }

 // Toggles the info page
 public void ReadInfoPage(bool clicked)
 {
     // detect if the page button has been clicked
     if (!buttonClicked)
     {
         if (clicked == true)
         {
             buttonClicked = true;
             Tap.Play();
         }
         else
         {
             buttonClicked = false;
             Tap.Play();
         }
     }
 }

 // stores the button clicked in the event system
 public void WhichClickedButton()
 {
     if (!buttonClicked)
     {
     EventSystem.current.currentSelectedGameObject.GetComponent<GameObject>();
     }
 }

}

On a side not it's currently working in changing cancases but for some reason I can't interact with the opened canvas, the UI pointer doesn't seem to recognize it

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