class:/TYPE/UnityEngine.EventSystems.BaseInputModule//, can be loaded from an assetbundle using EventSystems::BaseInputModule::createfromassetbundle(bundlename,prefabname) /
System.Void
| System.Int32 ConvertUIToolkitPointerId( |
| ) |
UnityEngine.EventSystems.PointerEventData sourcePointerData-no documentation
sourcePointerData -
System.Int32
System.Void
| static UnityEngine.EventSystems.BaseInputModule CreateFromAssetBundle( |
| ) |
Constructor for object from a bundle
| bundle string | bundle name |
| objectname string | object name with extension |
UnityEngine.EventSystems.BaseInputModule
System.Boolean
| System.Boolean IsPointerOverGameObject( |
| ) |
System.Int32 pointerId-no documentation
pointerId -
System.Boolean
System.Boolean
System.Void