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Question by magicaxis · Jun 18, 2014 at 08:53 AM · c#guibuttonmousepopup

Overlapping GUI Button priority

I'm making a game which has complex GUI windows and pop-ups, and a 3D world.

I have made a system to prevent the physics raycasts from occurring during mouse-clicks on the GUI, but that's not what my problem is.

My problem is that when a pop-up with an "ok" button appears, and that button happens to line up with a button on the window behind, it clicks the button on the behind window and not the pop-up window button in front.

Is there a way to tell Unity which of two overlapping buttons I want it to listen to first?

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Answer by andrew-lukasik · Jun 18, 2014 at 09:18 AM

If they're drawn from separate scripts then try using GUI.depth

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avatar image magicaxis · Jun 18, 2014 at 01:50 PM 0
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I use GUI.depth to ensure that the popups are on top. SHould I use gui.depth on the buttons and not just the frames? aah of course! YOu're a genius!

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Answer by magicaxis · Jun 19, 2014 at 02:32 AM

I made my popup windows their own script. I made it so that each popup was the same exact instance that appeared and disappeared, so I could make it static. Then I changed every time I have a button in my program to check if the popup is there. If the popup is visible, nobody draws any buttons, so there can be no accidental clicking. Hacky but functional.

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Answer by MonemAhmed · Jun 18, 2014 at 01:12 PM

you can put button in different layer and when you use raycast defina a ;ayer to which you want recieve touches

Raycast(origin: Vector3, direction: Vector3, hitInfo: RaycastHit, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;

in this change "DefaultRaycastLayers" time by time it will recieve touches in only given layers.

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