Okay, not sure why I said "Event System" at the beginning... Oops. Either way, here's the written tutorial: onewheelstudio.com/blog/2022/4/15/input-event-handlers-or-adding-juice-the-easy-way And the code: github.com/onewheelstudio/Adventures-in-C-Sharp/tree/main/Event%20Handlers
Thank you for putting in the time to make these videos, I know they are not "blowing up" but they are very helpful and informative to those of us who they pertain to.
Great!Can we access these methods like OnBeginDrag,OnDrag without direct clicking on object? Click on empty space then dragging mouse on moveable object where OnBeginDrag work
You don't need to but often it's a good practice to do so. The event keyword does not allow assignment statements only += and -= this prevents classes from overriding which classes are subscribed to a delegate. It also prevents other classes from calling "invoke" on the delegate. So not needed, but its generally a good idea. You can see more about it in this video: ruclips.net/video/UWMmib1RYFE/видео.html
Any tips on where to find the documentation on these interfaces? The Unity Scripting Reference doesn't show them! In fact there isn't even any documentation for UnityEngine.EventSystem.
It is a bit tricky to find. You may need to switch to an older version of the documentation at least that's what I noticed. I also added a link in the video description to "supported events" which should be a good starting point. You can find other links by following the link to the OWS blog in the pinned comment.
There is also this method: using UnityEngine; public class OnMouseOverExample : MonoBehaviour { void OnMouseOver() { //If your mouse hovers over the GameObject with the script attached, output this message Debug.Log("Mouse is over GameObject."); } void OnMouseExit() { //The mouse is no longer hovering over the GameObject so output this message each frame Debug.Log("Mouse is no longer on GameObject."); } }
Do you have a way to handle double click without triggering single click ? If you need double click and single click logic on the same gameobject for instance without one interfering with the other.
Hmm. It might depend on EXACTLY what you are trying to do. But I my first attempt would be to put the double click detection BEFORE the single click AND if the double click happens you return or exit the function. Would that work?
@@OneWheelStudio yeah probably! I tried to do it with the new input system too but it complicated too much the code base, plus you add delay on all calls :/, I never found a correct solution to that (maybe there is none)
If this is the new Input System, try adding Tap and MultiTap interactions to the click. You can then check the interaction type in your code. If the interaction type is MultiTapInteraction then you have your double click. Otherwise, single click.
you can keep tracking last click time on update, if you click again while you are in the click duration, it triggers the double click, else if the time reached 0 > reset the double click, it will be something like that : first make a bool call it : clicked = false; then make a float call it : clickTreshhold = 0.05f; in update check if we click, if we do and the clicked is false, start counting down, if we clicked again and the countdown is not 0 yet, we trigger the function.. else if the time reached 0, set clicked to false again.
Without the interfaces the methods won’t get called. I’m not sure how Unity locates the interfaces, but I think about it as if Unity calls FindObjectsOfType() then calls the corresponding method on each instance. Does that help?
Okay, not sure why I said "Event System" at the beginning... Oops.
Either way, here's the written tutorial: onewheelstudio.com/blog/2022/4/15/input-event-handlers-or-adding-juice-the-easy-way
And the code: github.com/onewheelstudio/Adventures-in-C-Sharp/tree/main/Event%20Handlers
Thank you for putting in the time to make these videos, I know they are not "blowing up" but they are very helpful and informative to those of us who they pertain to.
To have IEventHandler interfaces neatly presented with those super-relevant use case examples all in one place. Way to go, man!!!
Great job, as usual!
Super useful and super clean! Thank you for making this!
Great vid with some nice use case examples
Great!Can we access these methods like OnBeginDrag,OnDrag without direct clicking on object?
Click on empty space then dragging mouse on moveable object where OnBeginDrag work
Thank you for this wonderful tutorial. Btw one question is it necessary to add "event" before "System.Action"? Please advise.
You don't need to but often it's a good practice to do so.
The event keyword does not allow assignment statements only += and -= this prevents classes from overriding which classes are subscribed to a delegate. It also prevents other classes from calling "invoke" on the delegate.
So not needed, but its generally a good idea.
You can see more about it in this video: ruclips.net/video/UWMmib1RYFE/видео.html
@@OneWheelStudio Thanks, that was good to know. Shared these two videos they are a must.
dude! thanks!
10/10
Awesome video
🙏
Any tips on where to find the documentation on these interfaces? The Unity Scripting Reference doesn't show them! In fact there isn't even any documentation for UnityEngine.EventSystem.
It is a bit tricky to find. You may need to switch to an older version of the documentation at least that's what I noticed.
I also added a link in the video description to "supported events" which should be a good starting point.
You can find other links by following the link to the OWS blog in the pinned comment.
@@OneWheelStudio excellent. Thank you.
Neat
There is also this method:
using UnityEngine;
public class OnMouseOverExample : MonoBehaviour
{
void OnMouseOver()
{
//If your mouse hovers over the GameObject with the script attached, output this message
Debug.Log("Mouse is over GameObject.");
}
void OnMouseExit()
{
//The mouse is no longer hovering over the GameObject so output this message each frame
Debug.Log("Mouse is no longer on GameObject.");
}
}
Do you have a way to handle double click without triggering single click ? If you need double click and single click logic on the same gameobject for instance without one interfering with the other.
Hmm. It might depend on EXACTLY what you are trying to do. But I my first attempt would be to put the double click detection BEFORE the single click AND if the double click happens you return or exit the function.
Would that work?
@@OneWheelStudio yeah probably! I tried to do it with the new input system too but it complicated too much the code base, plus you add delay on all calls :/, I never found a correct solution to that (maybe there is none)
If this is the new Input System, try adding Tap and MultiTap interactions to the click. You can then check the interaction type in your code. If the interaction type is MultiTapInteraction then you have your double click. Otherwise, single click.
you can keep tracking last click time on update, if you click again while you are in the click duration, it triggers the double click, else if the time reached 0 > reset the double click, it will be something like that :
first make a bool call it : clicked = false;
then make a float call it : clickTreshhold = 0.05f;
in update check if we click, if we do and the clicked is false, start counting down, if we clicked again and the countdown is not 0 yet, we trigger the function.. else if the time reached 0, set clicked to false again.
I'm curious why you use interfaces in these examples? Can't you just use straight up methods? Thanks
Without the interfaces the methods won’t get called. I’m not sure how Unity locates the interfaces, but I think about it as if Unity calls FindObjectsOfType() then calls the corresponding method on each instance.
Does that help?