Player input (controller / keyboard / VR), Unity UI hookups, and the animation-event allowlist.
| Page | Topic |
|---|---|
| Input Events | Raw player input on UdonSharpBehaviour. |
| UI Events | Wiring Unity UI components (Button onClick, etc.) to U# methods. |
| Animation Events | Methods callable from Unity's Animation Window. |
| UI Whitelist | The complete list of methods/properties exposed to UI / animation events. |
Three distinct dispatch surfaces feed into your U# methods:
- Input events —
InputJump,InputUse, axis events. Dispatched by the VRChat client every frame the input is active. Local-only. - UI events —
Button.onClick,Slider.onValueChanged,Toggle.onValueChanged, etc. Configured in the inspector to call a public no-arg method on an UdonBehaviour. Equivalent to a localSendCustomEvent. - Animation events — Unity's Animation Window timeline events. Trigger at specified timestamps during animation playback. Limited to a whitelisted set of methods.
All three eventually route through SendCustomEvent semantically. The whitelists for UI / animation events exist because the configured event happens outside of U# code (in scene data, in animation clip data), so VRChat caps what they can call.