Event Components

Event components manage the game objects that are selected, input modules in use, and raycasting. Some event components can also send events to objects in the game and they are included in game objects. The Wolfram Language allows event components to be represented in a symbolic form that can be manipulated immediately.

Event System Component

UnityEventSystem — represents a event system

UnityEventSystemQ — test whether an object is a event system

CreateUnityEventSystem — create a event system

DeleteUnityEventSystem — delete a event system

Event Trigger Component

UnityEventTrigger — represents a event trigger

UnityEventTriggerQ — test whether an object is a event trigger

CreateUnityEventTrigger — create a event trigger

DeleteUnityEventTrigger — delete a event trigger

Graphic Raycaster Component

UnityGraphicRaycaster — represents a graphic raycaster

UnityGraphicRaycasterQ — test whether an object is a graphic raycaster

CreateUnityGraphicRaycaster — create a graphic raycaster

DeleteUnityGraphicRaycaster — delete a graphic raycaster

Physics 2D Raycaster Component

UnityPhysics2DRaycaster — represents a physics 2d raycaster

UnityPhysics2DRaycasterQ — test whether an object is a physics 2d raycaster

CreateUnityPhysics2DRaycaster — create a physics 2d raycaster

DeleteUnityPhysics2DRaycaster — delete a physics 2d raycaster

Physics Raycaster Component

UnityPhysicsRaycaster — represents a physics raycaster

UnityPhysicsRaycasterQ — test whether an object is a physics raycaster

CreateUnityPhysicsRaycaster — create a physics raycaster

DeleteUnityPhysicsRaycaster — delete a physics raycaster

Standalone Input Module Component

UnityStandaloneInputModule — represents a standalone input module

UnityStandaloneInputModuleQ — test whether an object is a standalone input module

CreateUnityStandaloneInputModule — create a standalone input module

DeleteUnityStandaloneInputModule — delete a standalone input module