Debugging C# code in Unity
Event System
The Event System is a way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The Event System consists of a few components that work together to send events.
Overview
When you add an Event System component to a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary you will notice that it does not have much functionality exposed, this is because the Event System itself is designed as a manager and facilitator of communication between Event System modules.
The primary roles of the Event System are as follows:
- Manage which GameObject is considered selected
- Manage which Input Module is in use
- Manage Raycasting (if required)
- Updating all Input Modules as required
Input Modules
An input module is where the main logic of how you want the Event System to behave lives, they are used for
- Handling Input
- Managing event state
- Sending events to sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary objects.
Only one Input Module can be active in the Event System at a time, and they must be components on the same GameObject as the Event System component.
If you wish to write a custom input module it is recommended that you send events supported by existing UI(User Interface) Allows a user to interact with your application. More info
See in Glossary components in Unity, but you are also able to extend and write your own events as detailed in the Messaging System documentation.
Raycasters
Raycasters are used for figuring out what the pointer is over. It is common for Input Modules to use the Raycasters configured in the scene to calculate what the pointing device is over.
There are 3 provided Raycasters that exist by default:
- Graphic Raycaster - Used for UI elements
- Physics 2D Raycaster - Used for 2D physics elements
- Physics Raycaster - Used for 3D physics elements
If you have a 2d / 3d Raycaster configured in your scene it is easily possible to have non UI elements receive messages from the Input Module. Simply attach a script that implements one of the event interfaces.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
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:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!
Debugging C# code in Unity