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Question by rageingnonsense · Apr 15, 2015 at 06:42 PM · uiinput

Detect if mouse if hovering over UI element to change behavior of mouse wheel input

Consider the following code existing in the update function of a script attached to camera:

 float zoom = Input.GetAxis("Mouse ScrollWheel");
             if (zoom != 0) {
                 translation.y -= zoom * zoomSpeed;
             }

Just your basic run of the mill input handling for mouse wheel input; which I use for zooming.

This breaks down though when I start adding UI menus. I have a menu (Panel) with some scrollable content. When I hover over the UI, I want to disable the mouse wheel zoom on the camera.

I tried doing this:

  if (!EventSystem.current.IsPointerOverGameObject()) {
             float zoom = Input.GetAxis("Mouse ScrollWheel");
             if (zoom != 0) {
                 translation.y -= zoom * zoomSpeed;
             }
         }

But this disables the mousewheel if I am hovering over ANY gameobject. How can I test to see if I am hovering over a UI related gameobject?

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Answer by rageingnonsense · Apr 15, 2015 at 07:38 PM

I ended up resorting to adding two event triggers (PointerEnter and PointerExit) for each menu I have where I want to disable mouse zoom for the camera. I then added two methods to my camera look script to set a flag which define if we should respect mouse wheel input. The even triggers call these as needed.

It works, but was hoping for something a bit cleaner and centralized to the camera script.

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avatar image SergioNu · Mar 22, 2019 at 06:48 PM 0
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This also worked for me, but hopefully there is a better way of doing this. alt text

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