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Parent Event Handler Overriding Child Handler
Hey all,
Running into a very frustrating problem. I'm still relatively new to Unity, so apologies if this is an obvious solution.
I have a 2D 'target practice' minigame I'm working on. Here's what it looks like at rest:
There's a Background, which is an Image, which has the script MinigameLogic attached. This script extends IPointerEnterHandler and IPointerExitHandler, along with Monobehavior. It instantiates Target prefabs at a random internval in a Coroutine:
private IEnumerator GenerateTargets() {
for (;;) {
GameObject newTarget= Instantiate(target, transform); //'target' is the prefab
newTarget.transform.SetParent(transform, false);
newTarget.transform.localPosition = new Vector3(Random.Range(-700, 700), Random.Range(-200, 200), 0);
targetsInPlay.Add(newTarget);
yield return new WaitForSeconds(Random.Range(5, 15));
}
}
The Target prefab is an Image with the TargetLogic script attached, which extends MonoBehavior and IPointerClickHandler. The OnPointerClick method looks like this:
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Making sure this works!");
}
However, when I click on the instantiated Target, the OnPointerClick method is never called, only the Pointer Enter and Exit events from the parent above.
How can I get the child Click handler to work as well as the parent Enter and Exit handlers? Thanks!
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