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So, thanks to @Kevin I have approached to custom solution, which I think is the best for me now. I have created FormBehaviour script, which I am linking to Form Container Game Object, where I have the array of inputs, and object for submit and cancel button (all assagnable from editor). And of course submit event, assignable. Also the Tab navigation is less ...


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Usually I just create a class for that specific form. Using your example login dialog above, that might look something like this: [System.Serializable] public class LoginDialogEvent : UnityEvent<string, string> {} public class LoginDialog : MonoBehaviour { [SerializeField] private InputField username; [SerializeField] private InputField ...


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