- Home /
Prevent MultiplayerEventSystem going to another playerRoot
It's been several weeks since i struggling with the event system, inputs, multiplayer and ui on unity.
If we put two multiplayerEventSystem with two different playerRoot, nothing prevents one from going to the playerRoot of the other. So what's the point of having a playerRoot?
It would be wonderful if we could limit the navigation of each player in the UI in a panel/canvas delimited for them !
But no, the only thing that we have offered is explicit navigation. However, when buttons have dynamically instantiated which do not necessarily have to have their fixed places in the UI, it immediately becomes complex to manage several UIs of several players.
The only way I have found is to check each time which event system is on which button, which button changes to a tag for each corresponding player etc... You understand, it's very tedious...
Finally, Question : is there a way to limit a player's navigation to their playerRoot, or their parent gameObject ?
Thanks !
Your answer
Follow this Question
Related Questions
UI: Navigate 2 Players in the Same Menu 1 Answer
MultiplayerEventSystem Same UI BUG 0 Answers
Input Field issue with UI navigation system 0 Answers
UI: Execute action instead of "Navigation" 0 Answers
Move through selected buttons one by one 0 Answers