using System.Collections; using System.Collections.Generic; using UnityEngine; using SC.InputSystem; using System; public class PointerkeyEvent : PointerHandlers { public override void OnSCPointerDown(InputDevicePartBase part, SCPointEventData eventData) { base.OnSCPointerDown(part, eventData); try { GetComponent().material.color = new Color(UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f)); } catch(Exception e) { Debug.Log(e); } } }