GenericBaseEventData.selectedObject Property


The BaseEventData.selectedObject is explicitly hidden because access to it (either via get or set) throws a NullReferenceException in typical usage within the MRTK. Prefer using the subclasses own fields to access information about the event instead of fields on BaseEventData.

public:  property UnityEngine::GameObject ^ selectedObject {  public:
UnityEngine::GameObject ^ get(); protected:
 void set(UnityEngine::GameObject ^ value); };
public UnityEngine.GameObject selectedObject { get; protected set; }
member this.selectedObject : UnityEngine.GameObject with get, set
Public Property selectedObject As GameObject

Property Value



BaseEventData is only used because it's part of Unity's EventSystem dispatching, so this code must subclass it in order to leverage EventSystem.ExecuteEvents

Applies to