The OnPointer ENTER functionality needs to be enabled before it can be configured and used. The button will react when the mouse pointer enters its boundaries.
disable interval: time interval when the functionality gets disabled after it has been triggered; it is useful in certain cases
Animation Type: sets what type of animation this functionality uses; it can be a Punch Animation (see left image) or a State Animation (see right image)
Since you can have/use only one animation type per functionality, if you set the animation type to Punch, only the settings for Punch Animations will be available (visible) and, if you see the animation type to State, only the settings for the State Animations will be available(visible).
Play Sound: the sound name of the UISound that gets played when this functionality gets triggered
You can enter a custom sound name (that was not added to the UISounds database) just by enabling the custom option. But remember that the audio file (with the same sound name) should be under a folder named ‘Resources’ in order for the sound to get played.
OnPointerEnter: UnityEvent invoked when the functionality gets triggered
List of Game Events sent when the functionality gets triggered.
If the UINavigation is enabled from the Control Panel à General Tab, then you will have the option of setting what UIElements should be shown and/or hidden.
Add to Navigation History: if enabled and if this functionality has any entries in the Show or in the Hide lists, they will be added to the Navigation History (that allows for reverse navigation upon pressing a button named ‘Back’).
Show: is a list of pairs of element category & element name that will get shown when this functionality gets triggered
Hide: is a list of pairs of element category & element name that will get hidden when this functionality gets triggered