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Question by Konsicrafter · Jan 27, 2017 at 10:22 PM · c#inputbuttonclick

Differentiate between button click and screen click - Pause button not working

Hello, I have a problem for several hours now. I have a pause button to pause my game. The game fires a projectile on a mouse click. Every time I click on the pause button, the projectile is fired before the pause menu opens. The Click-Event on the button sets a boolean to false, so the Input should not be detected. Things I tried so far:

  • Creating a bool to disable Input

  • Setting time-scale to 0 (not working, pause menu not showing)

  • Using LateUpdate or OnGUI-method instead of (Fixed)Update

Debug.Log - tests showed, that the click event is earlier called in the (Fixed)-Update method than the button recognizes the click. What can I do to differentiate the clicks?

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Answer by FortisVenaliter · Jan 27, 2017 at 10:26 PM

What you can do is have the game check to see if the mouse is over any UI elements (like buttons) before firing. The RectTransformUtility class has a function to see if a RectTransform contains a screen point that is perfect for this situation. You'll just need an array or something of possible mouse blockers.

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avatar image Konsicrafter · Jan 28, 2017 at 01:52 PM 0
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Thank you! I researched on this, and I found something that I can use. I tested it, it works perfectly fine.

     private bool IsPointerOverUIObject()
     {
         var eventDataCurrentPosition = new PointerEventData(EventSystem.current)
         {
             position = new Vector2(Input.mousePosition.x, Input.mousePosition.y)
         };
         var results = new List<RaycastResult>();
         EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
         return results.Count > 0;
     }

In my click-event i just have to check the result of this method.

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Answer by abhyudaystar · Sep 25, 2017 at 05:02 AM

Here is a function that is working very fine for me.

I found "UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()". This return a bool which can be used to differentiate between the clicks done in the screen area and the clicks done on the UI button.

Example:

if (Input.GetMouseButtonDown (0) && bulletCount > 0 && !UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()) { BulletSpawn(); }

Cheers! :)

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Answer by frankslater · Sep 25, 2017 at 07:08 AM

Just use OnPointerDown instead of OnMouseDown and you won't have the clicking through problem. No need to hack around like this and it will also work on mobile.

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