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