Implements interfaces: IEventSystemHandler. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.
Interface to implement if you wish to receive OnPointerDown callbacks. Detects ongoing mouse clicks until release of the mouse button. Use IPointerUpHandler to handle the release of the mouse button. Did you find this page useful? Please give it a rating:.
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Please tell us more about what's missing:. You've told us there is incorrect information on this page.Discussion in ' Scripting ' started by AppleJuicyFeb 13, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Help on Event, Pointer down.
Joined: Nov 12, Posts: Code CSharp :. AppleJuicyFeb 13, Joined: Jun 13, Posts: I think you must've already done these things, but just in case : 1. Is the anim in idleRight state at the time you press PointerDown? Have you set the correct trigger on the transition arrows? If the above are correct, do you see the arrow highlighting in the Animator when you press the button?
These might be silly questions, but its a bit hard to figure out. Exit condition is when WalkRight is false, goes back to idleRight state.
Last edited: Feb 16, AppleJuicyFeb 16, It seems like when WalkRight is set to true, it is not in idleRight at that time. Also, maybe WalkRight is getting set to false somewhere I can suggest printing a Debug. Log wherever WalkRight is being set to false and also where true. The idleRight is running even though i released the pointer down because i set pointer up at idleRight, movespeed 0 as well. I think there could be an issue in the sequencing.
How to use OnPointerUp without the pointer going down on the same object?
If you can post here, then lets have a look at the PointerDown and PointerUp codes. Regarding audio, I guess you want to stop an audio when an object is not visible and play it when its back on screen.
The comments look right however, this code will run on every Update. A slightly faster way would be to use OnBecameVisible and OnBecameInvisible and this code can be directly in other object's script too.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am testing the function of UI Arrow Button which is supposed to translate a car object in x and z position in a 3D scene.
My target platform is WebGL. I coded both the control of keyboard arrow button for desktop and control of UI arrow button for both desktop and mobile. The keyboard control worked fine in PC but the UI arrow button didn't work as expected both in desktop and mobile. I logged the OnPointerDown function which is in the script attached in the UI arrow button and the log didn't show up when the UI button was pressed down.
The Image of the Interface is here.
Learn more. Asked 1 year, 4 months ago. Active 1 year, 4 months ago. Viewed 1k times. How to get the UI arrow button function when it is pressed down? Do you have an EventSystem in the scene? Does your camera have a PhysicsRaycast component or is the button on the UI layer? What about using a usual Button instead? This UI button is supposed to enable user control in mobile.
Isn't the usual button only for keyboard control in desktop? ReceiveRaycast should be on. And no the Button is supposed to be a button. I'm not speaking of Input. GetButton but the UI. Active Oldest Votes. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. The Overflow How many jobs can be done at home? Featured on Meta.This article explains how to configure and respond to Pointer input in practice, compared to Pointer Architecture.
Pointers are instanced automatically at runtime when a new controller is detected. More than one pointer can be attached to a controller. For example, with the default pointer profile, Windows Mixed Reality controllers get both a line and a parabolic pointer for normal selection and teleportation respectively. The Pointer profile determines the cursor, types of Pointers available at runtime, and how those pointers communicate with each other to decide which one is active.
Pointing Raycast Layer Masks - This is a prioritized array of LayerMasks to determine which possible GameObjects any given Pointer can interact with and the order of interaction to attempt.
This may be useful to ensure Pointers interact with UI elements first before other scene objects. The default MRTK Pointer Profile configuration includes the following pointer classes and associated prefabs out-of-box.
The list of pointers available to the system at runtime is defined under Pointer Options in the Pointer profile. Developers can utilize this list to reconfigure existing Pointers, add new Pointers, or delete one. Setting the Handedness property of a Pointer entry to None will effectively disable it from the system as an alternative to removing that Pointer from the list.
It is possible to have multiple pointers associated with a controller. LinePointera base pointer class, draws a line from the source of the input i. Generally, children classes such as the ShellHandRayPointer and the teleport pointers are instantiated and utilized which also draw lines to indicate where teleportation will end up at instead of this class which primarily provides common functionality. For motion controllers like in Oculus, Vive, and Windows Mixed Reality, the rotation will match the rotation of the controller.
For other controllers like HoloLens 2 articulated hands, the rotation matches the system-provided pointing pose of the hand. CurvePointer extends the LinePointer class by allowing for multi-step ray casts along a curve. This base pointer class is useful for curved instances such as teleportation pointers where the line consistently bends into a parabola.
The GGV pointer's position and direction is driven by the head's position and rotation. The TouchPointer is responsible for working with Unity Touch input i. These are 'far interactions' because the act of touching the screen will cast a ray from the camera to a potentially far location in the scene.
The MousePointer powers a screen to world raycast for far interactions, but for mouse instead of touch. The PokePointer uses a SphereCast to determine the closest touchable element and is used to power things like the pressable buttons. When configuring the GameObject with the NearInteractionTouchable component, make sure to configure the localForward parameter to point out of the front of the button or other object that should be made touchable.
Also make sure that the touchable's bounds matches the bounds of the touchable object. The SpherePointer uses UnityEngine. OverlapSphere in order to identify the closest NearInteractionGrabbable object for interaction, which is useful for "grabbable" input like the ManipulationHandler.
This is done to reduce performance impact of doing a sphere overlap query with the spatial mesh. You can enable this by modifying the GrabPointer prefab. The following table details the pointer types that are typically used for the common platforms in MRTK. NOTE: it's possible to add different pointer types to these platforms.
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Help on Event, Pointer down.
Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. In the latest Unity paradigm of using a physics raycaster: so, finally, Unity will properly ignore touch on the UI layer. Forget about the crap traditional Input or Touches system which are pointless crap and don't work. Add an empty game object with a usually BoxCollider2D, likely bigger than the screen.
Make the layer called say "Draw". Physics settings, "Draw" interacts with nothing. Simply add to the camera, a 2D or 3D physics raycaster. Event mask the "Draw" layer. Tip - don't forget to simply add an EventSystem to the scene. Bizarrely, Unity does not do this automatically for you in some situations but Unity does do it automatically for you in other situations, so it's annoying if you forget!
You can just swap the action in the following code sample. Naturally Unity offers no guidance on this; the following code beautifully rejects stray grabs and also flawlessly ignores your UI layer thanks Unity! And here's a handy thing. Save typing with the same thing for 3D scenes, using the little-known but exquisite. I want to start by saying that Input and Touches are not crappy. They are still usefull and were the best way to check for touch on mobile devices before OnPointerDown and OnBeginDrag came along.
OnMouseDown you can call crappy because it was not optimized for mobile. For a beginner who just started to learn Unity, Input and Touches are their options.
Although they almost do the-same thing but they were implemented to perform in different ways. Below I will describe most of these:. Nothing else will happen until there is a mouse movement or the finger moves on the screen then OnBeginDrag will be called once followed by OnDrag. These are made for doing advanced usage such such as custom UI with controls that is not included in Unity. When you have to implement a simple click buttonfor example, Up,Down, Shoot Button on the screen, you only need OnPointerDown to detect the touch.
This should work for Sprite Images. Some toggle switches are made to be to clicked and it will toggle. Some people prefer to make it look realistic by making it so that you have to drag it in order to toggle it.
First detect when there is a click OnPointerDowncheck to make sure that the Sprite clicked is the right one you want to move. Once they start dragging, maybe you can call a coroutine function with while loop that will start moving the Sprite and inside that coroutine, you can smooth the movement of the Sprite with Time. Since OnBeginDrag is called once, it is a good place to start the coroutine.
As the player continue to drag the Sprite, OnDrag will be called repeatedly. Use the OnDrag function to get the current location of the finder and update that to a Vector3 that the coroutine that is already running will use to update the position of the Sprite. Then, when the player releases their finger OnPointerUp you can then stop the coroutine with the StopCoroutine function.
Because of OnBeginDrag we we are able to start coroutine once drag started while waiting for drag to end. It wouldn't make sense to start that coroutine in OnPointerDown because that means that each time player touches the screen, a coroutine would be started.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon!
Joined: Jan 8, Posts: AddForce, if i click a lot of times the Virtual D-Pad it walks, but i want it to be continuous, my script is not wrong because using WASD it work if i just click or hold down, but with the UI Button it just detect the click not if i hold. Joined: Nov 24, Posts: 2, Joined: Dec 21, Posts: Add an EventTrigger script to your button, and that will enable you to set callbacks for all the events. FamerJoeSep 2, Joined: Apr 10, Posts: You could trigger a bool on OnPointerDown which triggers a timer stored in the Update function.
They're a single change of state, not a constant event. JonathanPaquinLafleur and honikun like this. BMRG14jorgevvr and honikun like this. For Anyone looking for help and a working script here is mine Code CSharp :.
Collections. AddForce Vector2. AddForce - Vector2. BMRG14 likes this. Joined: Jan 23, Posts: 9.Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.
Did you find this page useful? Please give it a rating:. What kind of problem would you like to report? It might be a Known Issue. Please check with the Issue Tracker at. Thanks for letting us know! This page has been marked for review based on your feedback. If you have time, you can provide more information to help us fix the problem faster.
Provide more information. You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:. You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:.
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