Unity - Scripting API: Event.Use

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Declaration

public void Use();

Description

Use this event.

Call this method when you've used an event. The event's type will be set to EventType.Used, causing other GUI elements to ignore it.

Events of type EventType.Repaint and EventType.Layout should not be used. Attempting to call this method on such events will issue a warning.

The following example demonstrates how events are consumed and used up. Copy this code into a script, and open the Example Window this sample creates from the Window menu.

using UnityEditor;
using UnityEngine;

public class ExampleWindow : EditorWindow { [MenuItem("Window/Show Example Window")] public static void ShowWindow() { GetWindow(typeof(ExampleWindow)); }

private void OnGUI() { if (Event.current.type == EventType.MouseDown && Event.current.button == 0) { Debug.Log("Left clicked at: " + Event.current.mousePosition); // This if statement Uses up the current MouseDown event so that // subsequent code or GUI elements ignore this MouseDown event. Event.current.Use(); }

// This if statement does not check Event.current.button, but it only triggers // when Event.current.button is not 0 because the previous if statement will // Use up the MouseDown event if it is. if (Event.current.type == EventType.MouseDown) { Debug.Log("This only prints when we right click!"); Event.current.Use(); } } }