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EditorPluginForwardSpatialGuiInput Method

Called when there is a root node in the current edited scene, Handles(Object) is implemented and an InputEvent happens in the 3D viewport. Intercepts the InputEvent, if return trueEditorPlugin consumes the event, otherwise forwards event to other Editor classes. Example:

# Prevents the InputEvent to reach other Editor classes
func forward_spatial_gui_input(camera, event):
    var forward = true
    return forward

Must return false in order to forward the InputEvent to other Editor classes. Example:

# Consumes InputEventMouseMotion and forwards other InputEvent types
func forward_spatial_gui_input(camera, event):
    var forward = false
    if event is InputEventMouseMotion:
        forward = true
    return forward

Namespace:  Godot
Assembly:  GodotSharpEditor (in GodotSharpEditor.dll) Version: 1.0.0
Syntax
C#
public virtual bool ForwardSpatialGuiInput(
	Camera camera,
	InputEvent event
)

Parameters

camera
Type: GodotCamera

[Missing <param name="camera"/> documentation for "M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)"]

event
Type: GodotInputEvent

[Missing <param name="event"/> documentation for "M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)"]

Return Value

Type: Boolean

[Missing <returns> documentation for "M:Godot.EditorPlugin.ForwardSpatialGuiInput(Godot.Camera,Godot.InputEvent)"]

See Also