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Component image
The TouchButton component is used to make a physical button with no press depth that is instantly pressable upon click or touch. For a button with press depth, please see PhysicalButton.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
IsPressed
|
Bool | Whether the button is pressed or not |
IsHovering
|
Bool | Whether the button is being pointed at with the laser in the case of a touch button |
AcceptPhysicalTouch
|
Bool | Whether the button accepts input from Tip Touch Sources |
AcceptRemoteTouch
|
Bool | Whether the button accepts input via laser |
AcceptOutOfSightTouch
|
Bool | Whether the button accepts input when it is outside the interacting user's view. |
EditModeOnly
|
Bool | Whether this button will only work if the user is in Edit Mode |
ActiveUserFilter
|
ActiveUserHandling | How to handle user interaction depending on active user. |
Pressed
|
ButtonEventHandler | The Sync Delegate to call when the button is pressed. |
Pressing
|
ButtonEventHandler | The Sync Delegate to call when the button is being pressed every game tick. |
Released
|
ButtonEventHandler | The Sync Delegate to call when the button is released. |
BeginPressVibration
|
VibratePreset | What vibration to send when this button is starting to be pressed. |
PressVibration
|
VibratePreset | What vibration to send when this button is pressed. |
HoverVibration
|
VibratePreset | What vibration to send when this button is hovered over via laser. |
Label
|
IField`1<String> | The field that represents this button's label. |
Usage
Used in boopers and buttons where PhysicalButton is a bad choice because the button press needs to have no press depth. In the case where the user does want press depth, use PhysicalButton.
Examples
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See Also
- IButton For a list of button types.