Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by OxDEADBAAD · Apr 21, 2017 at 05:07 PM · uiinputeventsystemevent triggering

EventSystem events reaching parent EventTrigger?

Hi, guys!

I'm trying to implement a small UI framework on top of Unity's UI tools to group some common behavior. I currently have implemented the concept of a "Window" containing navigable controls (which are currently implemented Unity's standard way: GameObjects with UI components for navigation and an EventTrigger to catch input events) and a "WindowManager" to handle transitions between windows and some other stuff.

The WindowManager has an "ActiveWindow" field that stores a reference to the control that's going to be first selected when it becomes active. That reference is passed to the EventSystem (and set as its Active GameObject) and then the UI components handle navigation and response to input between controls.

I'd like to handle the "Submit" event on each control (which I can do through the EventTrigger) but handle the "Cancel" action in the window (since it's related to the UI flow, which has nothing to do with a window's internal controls) so I put an EventTrigger that handles the "Cancel" event on my windows.

The problem is that the events sent by the EventSystem only seem to reach the active GameObject and not bubble all the way up to my window so I need a way to workaround this.

The things I could come up with are

1. Put some code in the window's Update() to handle the "Cancel" input. I don't like this one much because it goes outside unity's event system. I'd rather be consistent throughout the implementation of the framework and stick to events.

2. Implement my own EventSystem I'm not completely sure what this actually implies, but if I implement my own EventSystem I guess I could get this behavior I'm looking for. This might become handy in the future, when I'll need different UI controls to respond to a specific gamepad's input.

I'd appreciate any insights you share with me :)

Thanks in advance!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

107 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Prevent multiple UI elements receiving input from different pointers? 2 Answers

How to solve event triggers blocking scrollview inputs in an inventory/menu? 2 Answers

UnityEngine.EventSystems.. Trying to figure it out .js 1 Answer

TextMeshPro Dropdown navigation gamepad problem 0 Answers

Unity UI - Select with Raycast (Screenspace - Camera) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges