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Question by Retrogue1 · Jul 26, 2017 at 12:54 AM · button2d gamelevel editor

Only register click if not clicking a button

I am making a level editor for my 2d game. I am using Camera.main.ScreenToWorldPoint(Input.mousePosition); to get the position of the mouse to determine where to put objects.

This works fine, but when I click on a button to choose another tile or to pause the game it creates a tile behind the button. Is there any way I can check for a button at the cursor position before placing the tile? Or should I be getting the mouse position differently?

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Answer by Retrogue1 · Jul 26, 2017 at 07:05 PM

I ended up making a GameObject that has Collider2Ds (set to trigger) that go over the buttons, and I check to see is the mouse position is in one of those. This is the best way I can think of, but if anyone knows of an easier way that I missed, please let me know.

Here is the code:

At the top:

 public GameObject ignore; //GameObject that has Collider2Ds showing where to ignore clicks

 private Vector3 mousePos;

In Update():

 if (Input.GetAxisRaw("Fire1") == 1f)
 {
     mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

     mousePos = new Vector3(mousePos.x, mousePos.y); //sets mousePos.z to 0

     if (ignore != null)
     {
         foreach (Collider2D c in ignore.GetComponents<Collider2D>())
         {
             if (c.bounds.Contains(mousePos))
                 return;
         }
     }
     //do stuff with mousePos here
 }
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