Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by arrogantprick · Feb 09, 2014 at 05:39 PM · getkeydowngui.button

Check if button is pressed

I'm attempting have the player take an action (fire a weapon, choose a waypoint) if any part of the screen is clicked, except if they have clicked the part of a screen that is a button. I can't seem to limit the action click to the non-button parts of the screen.

Here's an example:

 if (GUI.Button (Rect(Screen.width*0.02,Screen.height*.02,Screen.width*0.1,Screen.height*0.1), "Move"))    
         {
         waypointSet = "no";
         viewMode = "overhead";
         fireMode = "off";
         }
             
 if(Input.GetKeyDown(KeyCode.Mouse0) && viewMode == "ground" && fireMode == "on"){ 
         Fire();
         Debug.Log("Fire");
         }

I've also tried:

     if (GUI.Button (Rect (Screen.width*0.02,Screen.height*.02,Screen.width*0.1,Screen.height*0.1), "Move"))    
         {
         waypointSet = "no";
         viewMode = "overhead";
         }
     
     else if(Input.GetKeyDown(KeyCode.Mouse0) && viewMode == "ground"){ 
            Fire();
            Debug.Log("Fire");
         }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Davidovich · Feb 09, 2014 at 05:51 PM

You could try checking GUIUtility.hotControl

This will be populated with the GUI element that the mouse is over, so if it's empty, you're not over any GUI elements.

 if (GUI.Button(Rect(Screen.width*0.02,Screen.height*.02,Screen.width*0.1,Screen.height*0.1), "Move"))  
         {
     waypointSet = "no";
     viewMode = "overhead";
     fireMode = "off";
 }
  
 if(Input.GetKeyDown(KeyCode.Mouse0) && GUIUtility.hotControl == 0 && viewMode == "ground" && fireMode == "on"){ 
     Fire();
     Debug.Log("Fire");
 }
Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image arrogantprick · Feb 09, 2014 at 06:15 PM 0
Share

I thought you had it there, but I tried it and it didn't work for some reason. I logged GUIUtility.hotControl in the GUI.Button if statement, and it logged 0 for some reason. I assume it has to equal something other than 0 for it to work.

I thought about checking mouseover, but I realized that I want to build this for mobile, so I don't imagine that will not work.

avatar image arrogantprick · Feb 09, 2014 at 06:27 PM 0
Share

Looks like I'm wrong. I logged the hotControl outside of the GUI.Button if statement (but within onGUI) and it is registering a number. I think it just isn't fast enough. I may have to build a delay into the firing script.

avatar image arrogantprick · Feb 09, 2014 at 06:56 PM 0
Share

I moved it from onGUI to Update and it now works. Thanks!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Button Particle Emission 1 Answer

Get numeric key 4 Answers

GetKey and GetKeyDown are always registered? [Answered] 2 Answers

Trouble getting key down to work 1 Answer

GetKeyDown Enter button not working 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges