private void OnEnterListener(BaseEventData arg0) { if (OnEnter.Target == null) { return; } if (!VRTK4_EventSystem.IsVRTK4Active()) { ForceEnter(); return; } if (_isAlreadyEntered) { return; } ForceEnter(); }
private void OnExitListener(BaseEventData arg0) { if (OnExit.Target == null || !enabled) { return; } if (!VRTK4_EventSystem.IsVRTK4Active()) { ForceExit(); return; } // when multiple pointers overlap - each of them executes all events. // Make Sure to check if the object itself is still hovered by any of the pointers. if (VRTK4_UIPointer.CheckIfObjectIsHovered(OnExit.Target.gameObject)) { return; } ForceExit(); }