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VR Samples UI doesn't use Event System?

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Can someone tell me why the VR Sample project doesn't use the Event System in Unity? I'm in the process of porting my game from Google Cardboard to Gear VR, and checking out how Unity built their VR Sample scenes.

Using Google Cardboard, the GazeInput handles Event Triggers, so using standard buttons and adding Event triggers to them is a fast and easy way to build a UI.

In the VRSample scenes, Unity does away with that, and creates a new canvas for every button, has more colliders added...

VR Samples UI doesn't use Event System?

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