UI in Unity: Event System Interfaces

Zac Bogner
2 min readMar 12, 2024

In the previous article, we learned about Layout Groups.

This article will feature Event System Interfaces.

We will need to add the IPointer Event Interfaces to the class reference.

  • Note: For this example, we are using 5 IPointer Events.

Then, we implement each interface stored.

Once, the event interface data is implemented, we can test in editor.

We will make a new button, and add the event system interface script.

The NotImplementedException member class is thrown, executing the event data we passed in.

We can validate the event system data by passing in event data handlers, using the print command for positional data output.

To debug the output, we can add debug logs to each event data.

This way, we know that our system output is functioning correctly.

And that’s the basic implementation of Event System Interfaces in Unity.

Next, we will look at deeper methods of how to use the Event System Interfaces for gameplay and user interfaces.

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Zac Bogner

Game Designer and Level Designer, formerly with Rainbow Studios. Focused in Unreal Engine with experience in Unity. Former Race Car Driver.