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This question was closed Feb 13, 2020 at 08:26 PM by ZachRoman121 for the following reason:

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Question by ZachRoman121 · Mar 21, 2017 at 06:02 PM · raycasttriggerseventsdrag-and-dropinventory system

Make a event trigger raycast ignore a layer

Hello! I am trying to make an pointerEnter event ignore a layer. How can i do this? I am trying to make a drag and drop item system for my inventory Here is my code:

SlotDragDetection:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
 
 public class slotDragDetection : MonoBehaviour {
 
     public int slot;
     bool pointerEntered = false;
     bool pointerClicked = false;
 
 
 
     void Awake() {
         EventTrigger trigger = gameObject.AddComponent<EventTrigger> ();
         EventTrigger.Entry entry = new EventTrigger.Entry ();
         EventTrigger.Entry entry2 = new EventTrigger.Entry ();
         EventTrigger.Entry entry3 = new EventTrigger.Entry ();
         EventTrigger.Entry entry4 = new EventTrigger.Entry ();
         //Entry one
         entry.eventID = EventTriggerType.PointerEnter;
         entry.callback.AddListener( ( data ) => { onPointerEnter( (PointerEventData)data ); } );
         trigger.triggers.Add( entry );
         //Entry two
         entry2.eventID = EventTriggerType.PointerExit;
         entry2.callback.AddListener( ( data ) => { onPointerExit( (PointerEventData)data ); } );
         trigger.triggers.Add (entry2);
         //Entry three
         entry3.eventID = EventTriggerType.PointerDown;
         entry3.callback.AddListener( ( data ) => { onPointerDown( (PointerEventData)data ); } );
         trigger.triggers.Add (entry3);
         //Entry four
         entry4.eventID = EventTriggerType.PointerUp;
         entry3.callback.AddListener( ( data ) => { onPointerUp( (PointerEventData)data ); } );
         trigger.triggers.Add (entry4);
     }
         
 
     public void onPointerEnter(PointerEventData data) {
         pointerEntered = true;
         Debug.Log ("Entered");
     }
 
     public void onPointerExit(PointerEventData data) {
         pointerEntered = false;
         Debug.Log ("Exited");
     }
 
     public void onPointerDown(PointerEventData data) {
         pointerClicked = true;
     }
 
     public void onPointerUp(PointerEventData data) {
         pointerClicked = false;
     }
 
 }
 

DragItem:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems;

public class dragItems : MonoBehaviour {

 Transform defaultSlot;

 float offsetX;
 float offsetY;


 void Awake() {
     EventTrigger trigger = gameObject.AddComponent<EventTrigger> ();
     EventTrigger.Entry entry = new EventTrigger.Entry ();
     EventTrigger.Entry entry2 = new EventTrigger.Entry ();
     EventTrigger.Entry entry3 = new EventTrigger.Entry ();
     //Entry one
     entry.eventID = EventTriggerType.BeginDrag;
     entry.callback.AddListener( ( data ) => { onBeginDrag( (PointerEventData)data ); } );
     trigger.triggers.Add( entry );
     //Entry two
     entry2.eventID = EventTriggerType.Drag;
     entry2.callback.AddListener( ( data ) => { onDrag( (PointerEventData)data ); } );
     trigger.triggers.Add (entry2);
     //Entry three
     entry3.eventID = EventTriggerType.EndDrag;
     entry3.callback.AddListener( ( data ) => { onEndDrag( (PointerEventData)data ); } );
     trigger.triggers.Add (entry3);
 }
 public void onBeginDrag( PointerEventData data) {
     offsetX = transform.position.x - Input.mousePosition.x;
     offsetY = transform.position.y - Input.mousePosition.y;
     if (transform.parent.parent.parent != null && transform.parent.parent.parent.CompareTag ("inventory")) {
         defaultSlot = transform.parent.transform;
         transform.SetParent (transform.parent.parent.parent);
     }
 }
 public void onDrag(PointerEventData data) {
     transform.position = new Vector3 (offsetX + Input.mousePosition.x, offsetY + Input.mousePosition.y);
 }

 public void onEndDrag(PointerEventData data) {
         transform.position = defaultSlot.transform.position;
         transform.SetParent (defaultSlot);
 }

}

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Best Answer

Answer by justDeek · Mar 21, 2017 at 07:59 PM

@creepercraft187

Unity already contains a built-in Layer called "Ignore Raycast" (the third option in the drop-down), set the Layer you don't want it to be recognized to that.

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