using UnityEngine; using UnityEngine.EventSystems; using static CommunicationEvents; public class CheckServerPush : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { public void OnPointerDown(PointerEventData eventData) { StartCoroutine(UpdateAllServers()); // There is likely a better way to handle this, but it works fine } public void OnPointerUp(PointerEventData eventData) { } }