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Question by mikeburnsshadow · Aug 24, 2017 at 02:32 PM · editortriggereventeventsystem

Adding EventTrigger.Entry to EventTrigger component via script doesn't update component's editor UI

When adding an entry to EventTrigger via script, the delegate is not displayed in the Event Trigger's editor UI as one would expect. If you change to "Debug" mode in the inspector window, you can see that there is a second delegates array that does contain the functioning entry, however. Is there a way to approach this that will display the UI components correctly or is this just a bug / intended?

 void Start()
 {
     EventTrigger trigger = AddComponent<EventTrigger>();
     EventTrigger.Entry entry = new EventTrigger.Entry();
     entry.eventID = EventTriggerType.PointerDown;
     entry.callback.AddListener((data) => { OnPointerDownDelegate((PointerEventData)data); });
     trigger.triggers.Add(entry);
 }
 
 public void OnPointerDownDelegate(PointerEventData data)
 {
     Debug.Log("OnPointerDownDelegate called.");
 }

Debug: alt text

Normal: alt text

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capture.png (6.5 kB)
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austinborden
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avatar image flo1er · Aug 29, 2017 at 11:38 AM 0
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Hello @mikeburnsshadow, I have exactly the same problem. Did you manage to solved it?

(I'm using the 2017.1.p04)

Many thanks,

avatar image Hellium · Aug 29, 2017 at 12:18 PM 0
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This is the intended behaviour.

avatar image flo1er Hellium · Aug 29, 2017 at 12:26 PM 0
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Ah ok, thanks for your quick reply. So everything's working (callback, trigger,...) but the list of callback in the editor still remain empty after running.

avatar image austinborden · Dec 13, 2017 at 04:49 PM 0
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Interesting.. when creating the trigger events via a custom inspector button click, the triggers don't work when going into Play mode. However, creating them in Start() as you did does work. It appears that a trigger can only be added via script during Play mode for it to work. (although, yeah it doesn't show up in the inspector...)

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