UxrButton3D Class
Base class to simplify interacting with 3D button objects by programming 2D UI elements. A 2D Unity UI Canvas is placed on top of the 3D buttons. The Canvas will contain invisible UxrControlInput UI components by using UxrNonDrawingGraphic instead of images. The UxrControlInput components will get the user input and through child implementations of UxrButton3D the 3D objects will be “pushed”, “rotated” creating 3D behaviour using 2D logic.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.Core.Components.UxrComponent(UxrButton3D)
UltimateXR.Core.Components.UxrComponent(Canvas, UxrButton3D)
UltimateXR.UI.UnityInputModule.Utils.UxrButton3D
UltimateXR.UI.UnityInputModule.Utils.UxrButton3DPress
UltimateXR.UI.UnityInputModule.Utils.UxrButton3DRotate
Namespace: UltimateXR.UI.UnityInputModule.Utils
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[RequireComponent(typeof(UxrControlInput))]
public class UxrButton3D : UxrComponent<Canvas, UxrButton3D>
The UxrButton3D type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrButton3D |
Properties
Name | Description | |
---|---|---|
ControlInput | Gets the UI input component. | |
InitialTargetLocalPosition | Gets Target’s local position during Awake(). | |
InitialTargetLocalRotation | Gets Target’s local rotation during Awake(). | |
InitialTargetPosition | Gets Target’s world position during Awake(). | |
InitialTargetRotation | Gets Target’s world rotation during Awake(). | |
Target | Gets the Transform of the 3D object that is going to move, rotate, scale… |
Methods
Name | Description | |
---|---|---|
Awake | Initializes the component. (Overrides UxrComponent<TP, TC>.Awake().) | |
OnDisable | Unsubscribes from the input control events. (Overrides UxrComponent<T>.OnDisable().) | |
OnEnable | Subscribes to the input control events. (Overrides UxrComponent<T>.OnEnable().) | |
OnKeyPressed | Event trigger for the key pressed event. It can be overridden in child classes to handle key presses without subscribing to events. | |
OnKeyReleased | Event trigger for the key released event. It can be overridden in child classes to handle key releases without subscribing to events. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |