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Question by helenaudd · Jan 18, 2017 at 12:38 PM · drageventsystemdrop

EventTrigger steals OnDrop but not OnDrag

I have written my own component, which implements IBeginDragHandler, IDragHandler and IDropHandler. I want to add an EventTrigger component that comes with UnityEngine.UI, but when I add it I stop getting calls to OnDrop on my component. OnBeginDrag and OnDrag are called as usual.

My component code:

     public class MyComponent : MonoBehaviour, IBeginDragHandler, IDragHandler, IDropHandler
     {
         public void OnBeginDrag(PointerEventData eventData)
         {
             Debug.Log("OnBeginDrag!");
         }

         public void OnDrag(PointerEventData eventData)
         {
             Debug.Log("OnDrag!");
         }

         public void OnDrop(PointerEventData eventData)
         {
             Debug.Log("OnDrop!");
         }
     }

When I start my scene with a Game object with this component attached, the expected log output is:

 OnBeginDrag!
 OnDrag!
 ...
 OnDrag!
 OnDrop!

This is the case as long as I only have default components and my component. But if I add an Event -> Event Trigger component (without even specifying anything in it) to the same GameObject and run again, the output is:

 OnBeginDrag!
 OnDrag!
 ...
 OnDrag!

The OnDrop is never called. The order of the components doesn't affect anything.

Is there a way to stop EventTrigger from using up the OnDrop call?

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avatar image flashframe · Jan 18, 2017 at 01:42 PM 0
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You could extend the EvenTrigger class to only implement the events you want to intercept.

Example script here: https://docs.unity3d.com/ScriptReference/EventSystems.EventTrigger.html

avatar image mohsansaleem · Jan 03, 2018 at 10:31 AM 0
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Add Canvas Group to the Selected Object. By default, the SelectedObject would by the object from where drag has started(Only if there is a Button Component on that GameObject). You can assign some other object in OnDragStart

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eventData.selectedObject = m_DraggingIcon;

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Answer by iDeally · Oct 11, 2017 at 08:48 AM

You should have receiver with IOnDropHandler at drop point. If you dont, OnEndDrag is called instead of OnDrop

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