This site has been permanently archived. The content on this site was last updated in 2019.
Stay organized with collections
Save and categorize content based on your preferences.
All rights reserved. Java is a registered trademark of Oracle and/or its affiliates.
Last updated 2024-10-09 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2024-10-09 UTC."],[[["\u003cp\u003eThe \u003ccode\u003eGvrEventSystem\u003c/code\u003e prefab is a convenient replacement for Unity's default Event System, designed specifically for VR interactions.\u003c/p\u003e\n"],["\u003cp\u003eIt utilizes the \u003ccode\u003eGvrPointerInputModule\u003c/code\u003e instead of the \u003ccode\u003eStandaloneInputModule\u003c/code\u003e, enabling VR-specific pointer interactions.\u003c/p\u003e\n"],["\u003cp\u003eThis prefab acts as a container for essential components like \u003ccode\u003eGvrPointerInputModule\u003c/code\u003e and the standard \u003ccode\u003eEventSystem\u003c/code\u003e, streamlining VR project setup.\u003c/p\u003e\n"]]],["The `GvrEventSystem` prefab replaces Unity's standard Event System. It contains an Event System and a `GvrPointerInputModule`, instead of the default `StandaloneInputModule`. This prefab acts as a container, with `GvrPointerInputModule`, `UnityEngine.EventSystems.EventSystem`, and `UnityEngine.Transform` as components. The `GvrEventSystem` serves as a drop-in replacement to be used, and is located within the hierarchy under `GvrEventSystem` game object.\n"],null,["# GvrEventSystem prefab\n=====================\n\nConvenience prefab that serves as a drop-in replacement for Unity's **Game Object \\\u003e UI \\\u003e [Event System](//docs.unity3d.com/Manual/EventSystem)** prefab.\n\nIncludes a [`GvrPointerInputModule`](/vr/reference/unity/class/GvrPointerInputModule) component instead of Unity's [`StandaloneInputModule`](//docs.unity3d.com/Manual/script-StandaloneInputModule).\n\nPrefab Hierarchy\n----------------\n\n| Game object name | Description |\n|--------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| [`GvrEventSystem`](#GvrEventSystem_object) | Container for the [Event System](//docs.unity3d.com/Manual/EventSystem) and [`GvrPointerInputModule`](/vr/reference/unity/class/GvrPointerInputModule) components. |\n\nGvrEventSystem game object\n--------------------------\n\nContainer for the [Event System](//docs.unity3d.com/Manual/EventSystem) and [`GvrPointerInputModule`](/vr/reference/unity/class/GvrPointerInputModule) components.\n\nComponents:\n\n[GvrPointerInputModule](/vr/reference/unity/class/GvrPointerInputModule),\n\n\n[UnityEngine.EventSystems.EventSystem](https://docs.unity3d.com/Manual/script-EventSystem.html),\n\n[UnityEngine.Transform](https://docs.unity3d.com/Manual/class-Transform.html)"]]