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Question by cabelhigh12 · Feb 26, 2021 at 08:33 PM · eventsystemevent triggeringevent-handlingevent handlers

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:

alt text

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!

minigamescreenshot.png (15.7 kB)
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