/// Credit Zelek /// Sourced from - http://forum.unity3d.com/threads/inputfield-focus-and-unfocus.306634/ /// Usage, assign component to Input field, set OnEndEdit function to the one in this script and the Click for the submit button to the buttonPressed function. namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(InputField))] [AddComponentMenu("UI/Extensions/InputFocus")] public class InputFocus : MonoBehaviour { #region Private Variables // The input field we use for chat protected InputField _inputField; // When set to true, we will ignore the next time the "Enter" key is released public bool _ignoreNextActivation = false; #endregion void Start() { _inputField = GetComponent(); } void Update() { // Check if the "Enter" key was just released with the chat input not focused if (UIExtensionsInputManager.GetKeyUp(KeyCode.Return) && !_inputField.isFocused) { // If we need to ignore the keypress, do nothing - otherwise activate the input field if (_ignoreNextActivation) { _ignoreNextActivation = false; } else { _inputField.Select(); _inputField.ActivateInputField(); } } } public void buttonPressed() { // Do whatever you want with the input field text here // Make note of whether the input string was empty, and then clear it out bool wasEmpty = _inputField.text == ""; _inputField.text = ""; // If the string was not empty, we should reactivate the input field if (!wasEmpty) { _inputField.Select(); _inputField.ActivateInputField(); } } public void OnEndEdit(string textString) { // If the edit ended because we clicked away, don't do anything extra if (!UIExtensionsInputManager.GetKeyDown(KeyCode.Return)) { return; } // Do whatever you want with the input field text here // Make note of whether the input string was empty, and then clear it out bool wasEmpty = _inputField.text == ""; _inputField.text = ""; // if the input string was empty, then allow the field to deactivate if (wasEmpty) { _ignoreNextActivation = true; } } } }