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Question by dylan92 · May 10, 2012 at 02:57 PM · guiraycast

Disabling Raycast with GUI

Hello. I've been looking around for answers about disabling raycast when using a GUI, and I've tried all of the solutions I've seen so far. Yet I am still selecting an object behind my GUI. Right now I have it set up that when the object I want is selected, the layermask is changed to ignore raycast. I also see this change in the inspector when testing the game. The window and the buttons show up, but when I select them nothing happens and the debug log shows the name of the game object behind the GUI. Any ideas on how to fix this?

 var player : GameObject;
 var mainCamera : GameObject;
 var layer : LayerMask = 1;
 var range : int = 1;
 var hit : RaycastHit;
 var Doctor : GameObject;
 private var doctorHit : boolean = false;
 private var showWindow : boolean = true;
 
 
 function OnGUI() {
 
     if (doctorHit == true) {  // If the doctor is selected
         Screen.lockCursor = false; 
         player.GetComponent(MouseLook).enabled = false;
         mainCamera.GetComponent(MouseLook).enabled = false;
         Time.timeScale = 0.0;
         layer = 4;  //Set layer to ignore raycast
         GUI.Window(0,Rect(Screen.width / 2 - 100, 100 , 200, 400), OptionsWindow, "Options"); // Call options window
     }
 }
 
 function OptionsWindow (windowID : int) {
         if (GUI.Button (Rect (25, 25, 150, 50), "Check Pulse")) {
             print ("Check pulse");
             player.GetComponent(MouseLook).enabled = true;
             mainCamera.GetComponent(MouseLook).enabled = true;
             Screen.lockCursor = true;
             Time.timeScale = 1.0;
             doctorHit = false;
             layer = 1;
         }
         if (GUI.Button (Rect (25, 100, 150, 50), "Call Anesthesia")) {
             print ("Call Anesthesia");
             doctorHit = false;
             Screen.lockCursor = true;
             player.GetComponent(MouseLook).enabled = true;
             mainCamera.GetComponent(MouseLook).enabled = true;
             Time.timeScale = 1.0;
             layer = 1;
         }
         if (GUI.Button (Rect (25, 175, 150, 50), "Call Time of Death")) {
             print ("Call Time of Death");
             doctorHit = false;
             Screen.lockCursor = true;
             player.GetComponent(MouseLook).enabled = true;
             mainCamera.GetComponent(MouseLook).enabled = true;
             Time.timeScale = 1.0;
             layer = 1;
         }
         Debug.Log("id: " + GUIUtility.hotControl); //This is showing me that the buttons are getting clicked, but they aren't doing anything
 }
 
 
 function Update() {
     if (Input.GetMouseButtonDown(0)) {
         if (HitDoctor()) {
             doctorHit = true;
         }
     }
 }
 
 function HitDoctor() : boolean { // Does a raycast to check if the doctor has been selected
     if (Physics.Raycast(transform.position, transform.forward, hit, range, layer) == true) {
         Debug.Log(hit.collider.gameObject.name);
         if (hit.collider.gameObject == Doctor)
             return true;
         else 
             return false;
     }else
         return false;
 }

Thanks,

dylan92

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