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IsPointOverGameObject() not working as intended!!!
Like many others I tried also to block/prevent Physics.Raycast from going through UI elements (canvas) using "EventSystem.current.IsPointerOverGameObject()" but unfortunately without success..
Im not sure why, but the "EventSystem.current.IsPointerOverGameObject()" is reacting to all UI gameobjects (what I´m looking for), but also to any gameobject on my scene that have an active collider attached to it. In other words it returns true for UI and non-UI gamebojects!!
For the Physics.Raycast part, Im using a simple function that Im calling inside Update() :
protected void HandleInput()
{
Ray ray = RayCam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
float _rayDistance = Mathf.Infinity;
LayerMask _rayMask = ( 1 << this.UnitsLayer | 1 << this.GroundLayer);
if (Physics.Raycast(ray, out hit, _rayDistance, _rayMask))
{
// *** Ray hit a Unit
if (hit.collider.gameObject.layer == this.UnitsLayer){// do something}
// *** Ray hit the Ground
if (hit.collider.gameObject.layer == this.GroundLayer){// do something else}
}
}
Isn´t "IsPointerOverGameObject()" supposed to return true only if the EventSystem object is an UI element??
Notice : adding more conditions check like "EventSystem.current.currentSelectedGameObject.layer == 5" didn´t solve the problem neither because the "EventSystem.current.currentSelectedGameObject" is always returning NULL.
Caching the EventSystem (the one created inside the Canvas) into a variable "myEventSystem" and going through the same process didn´t change anything, too.
What am I doing wrong? Any suggestions to solve this problem?
Many thanks in advance.
The reason EventSystem.current.currentSelectedGameObject isn't doing what you want is because it relates not to what the mouse is over, but to "the selection", which most other UIs call the keyboard focus.
Answer by LesterZw · May 19, 2015 at 09:01 AM
EventSystem.current.IsPointerOverGameObject() will return true for non-ui gameobjects if there is a PhysicsRayCaster attached to one of your gameobjects.
Either remove the PhysicsRayCaster or modify PhysicsRayCaster.EventMask, in my case i had to switch off TransparentFX.
I fixed this with PhysicsRayCaster > Event$$anonymous$$ask > Nothing
In my case I was using a camera component that had come with a PhysicsRayCaster on it, once I removed it then it stopped being true all the time.
Answer by Mykhaylo-Hnatyuk · Dec 14, 2015 at 02:01 PM
In my case IsPointerOverGameObject returns TRUE if(touch.phase == TouchPhase.Began), BUT it returns FALSE if(touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
So you can remember if you started your touch over UI and cancel it at the end.