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Something in this Script keeps activating UI-Buttons
First of all, hi to you all. I'm trying to use the Standard-Asset-Joystick to controll my character, wich works just fine! But this script (without wich the joystick wont work) keeps activating all my UI-buttons, and i can't deactivate them, while the script is active. Is there a way to get it to run the joystick, and keep it from activating the my buttons?
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput
{
[ExecuteInEditMode]
public class MobileControlRig : MonoBehaviour
{
// this script enables or disables the child objects of a control rig
// depending on whether the USE_MOBILE_INPUT define is declared.
// This define is set or unset by a menu item that is included with
// the Cross Platform Input package.
#if !UNITY_EDITOR
void OnEnable()
{
CheckEnableControlRig();
}
#endif
private void Start()
{
#if UNITY_EDITOR
if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play
#endif
{
UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();
if (system == null)
{//the scene have no event system, spawn one
GameObject o = new GameObject("EventSystem");
o.AddComponent<UnityEngine.EventSystems.EventSystem>();
o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
}
}
}
#if UNITY_EDITOR
private void OnEnable()
{
EditorUserBuildSettings.activeBuildTargetChanged += Update;
EditorApplication.update += Update;
}
private void OnDisable()
{
EditorUserBuildSettings.activeBuildTargetChanged -= Update;
EditorApplication.update -= Update;
}
private void Update()
{
CheckEnableControlRig();
}
#endif
private void CheckEnableControlRig()
{
#if MOBILE_INPUT
EnableControlRig(true);
#else
EnableControlRig(false);
#endif
}
private void EnableControlRig(bool enabled)
{
foreach (Transform t in transform)
{
t.gameObject.SetActive(enabled);
}
}
}
}
Answer by RobAnthem · Apr 01, 2017 at 07:52 PM
Yeah, that's what the mobile control rig does... It literally exists for cross-platform or in-editor purposes. Look at the bottom here
private void EnableControlRig(bool enabled)
{
foreach (Transform t in transform)
{
t.gameObject.SetActive(enabled);
}
}
This method re-enables all objects. This is due to the fact that this is literally what the mobile control rig was made for. Think of it like a self-toggle, it handles the GUI when you switch to mobile. To properly use this, you need it attached to a GameObject that contains ONLY your mobile controls, like touchpads and such. Or completely remove it, because it is actually kind of a useless script. As I stated, its sole purpose is to automatically enable all children when in mobile.
Your answer
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