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Question by Topaz_ · Aug 31, 2015 at 04:02 PM · iosgui.buttontap

Detect tap only if button was not pressed

This has most probably been asked heaps of times, but I'm not quite sure what to search.. A link to a thread would do just as fine as an answer.

So I have an iOS sorta game in development where you can tap to jump, but also can click on buttons to like pause, for example. When I click a button, it also jumps - and limiting the area which can be clicked on to jump isn't an ideal solution - so is there some way to check if a button was pressed on the tap - otherwise jump?

EDIT - Right now, jump is done by this:

 void Update ()
 {
     if ((Input.GetMouseButtonDown(0) || Input.GetKeyDown("space")) && grounded)
     {
         GetComponent<Rigidbody>().AddForce(new Vector3(0f, 250f, 0f));
         grounded = false;
     }
 }
 
     void OnCollisionStay (Collision other)
     {
         if (other.gameObject.tag == "Block")
         {
             grounded = true;
         }
     }
 
     void OnCollisionExit (Collision other)
     {
         if (other.gameObject.tag == "Block")
         {
             grounded = false;
         }
     }
 

(May have missed some syntax while I copied it)

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avatar image Ekta-Mehta-D · Aug 31, 2015 at 11:49 AM 0
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Write your code for jump so that we can easily modify your code to check button clicked or not .

avatar image Topaz_ · Sep 01, 2015 at 08:01 AM 0
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I tried adding "grounded = false" under the pause button, but of course that wouldn't work since thats when the button is released, not pressed.

avatar image Topaz_ · Sep 01, 2015 at 08:28 AM 0
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This solves the problem for now, checking that the mouse ISNT over the button when it sees there was a mousedown event (Beward: It's also kinda messy I could probably remove a few brackets).

if(Input.Get$$anonymous$$ouseButtonDown(0) && !(Input.mousePosition.x > Screen.width - (20 + (50 guiSize)) && (Input.mousePosition.y > Screen.height - (20 + (50 guiSize)))))

Still, an actual solution would be appreciated. (Also I haven't tested this on iOS, it may actually not help)

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Answer by pedrolb · Oct 30, 2017 at 10:12 PM

Hi!

You should probably use:

 if (!EventSystem.current.IsPointerOverGameObject())
 {
     // Jump
 }

But also use this for you be able to use "EventSystem":

 using UnityEngine.EventSystems;
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