URL: https://docs.unity3d.com/ScriptReference/../Manual/../ScriptReference/Event.KeyboardEvent.html
'dataLayer-initialized', user: { user_unity_id: undefined, user_logged_in: 'no' }, environment: { environment_locale: 'en-us', environment_currency: undefined }});| Parameter | Description |
|---|---|
| key | A string representing keyboard keys and modifiers. |
Event A new Event with EventType.KeyDown and the requested KeyCode and optional EventModifier.
Create a keyboard event.
This is useful when you need to check if a certain key has been pressed - possibly with modifiers. The syntax for the key string is a key name
(same as in the Input Manager), optionally prefixed by any number of modifiers:
& = Alternate, ^ = Control, % = Command/Windows key, # = Shift
Examples: &f12 = Alternate + F12, "^[0]" = Control + keypad0 .
See the Input Manager manual page for more information on key names.
using UnityEngine;
public class Example : MonoBehaviour { // Detects if the Enter key was pressed void OnGUI() { GUILayout.Label("Press Enter To Start Game");
if (Event.current.Equals(Event.KeyboardEvent("[enter]"))) { Application.LoadLevel(1); }
if (Event.current.Equals(Event.KeyboardEvent("return"))) { Debug.Log("I said enter, not return - try the keypad"); } } }