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Question by moghes · Nov 10, 2016 at 01:37 PM · raycastbuttontouchdragtransparent

Unity UI: neglect transparent area of button and trigger user input underneath it.

Hello everyone,

alt text

The picture itself explains my issue. So I have many shapes (puzzple pieces), please check pic2 attached.

So whatever the user sees and taps to drag, must be dragged.

I am using (IBeginDragHandler, IDragHandler, IEndDragHandler). After some research, I saw methods of ignoring raycast on transparent areas .. etc .. but since I am not using raycasting here, what suggestions do you have?

@Fattie , @robertbu ,@aldonaletto would like to hear your point of view.

alt text

questpicd.jpg (117.0 kB)
questpic2.jpg (84.1 kB)
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avatar image Cherno · Nov 10, 2016 at 05:39 PM 0
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It might be possible with a (hacky) workaround.

If you check if the cursor is inside the two buttons spaces (via Input.mousePosition and the UI elements' RectTransform component), and then also use GetPixel to check the pixel color of the green button's image to see if it's alpha value is 0, you should be able to do what you are ltrying to do :) Just in theory, of course.

avatar image username16 · Feb 22, 2018 at 01:46 AM 0
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Is there any good solution to this now?

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Answer by loliconest · Jun 07, 2017 at 01:41 PM

You can look into UI.Image-alphaHitTestMinimumThreshold

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avatar image csumsky3 · Jul 30, 2017 at 08:06 PM 0
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Thank you! This worked perfectly for me.

avatar image Vadol · Nov 03, 2017 at 02:41 PM 0
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it works, but i'm using SetPixels for the button image (to remove the alpha), after applying and doing alphaHitTest$$anonymous$$inimum, the position of my button changes and goes to wrong position, the image position is right, the button is wrong

avatar image JohnKonny · Mar 19, 2018 at 02:45 AM 0
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Simple , fast, accurate answer!Thank you

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Answer by Xarbrough · Nov 10, 2016 at 05:03 PM

This is not yet possible with the builtin UI components. They might add some kind of user defined raycast area or use graphic masks for this, but right now, it simply is not supported.

Do you require those images to be buttons? You could simply make them sprites with a polygon collider or any shape which matches well enough and use the IPointerClickHandler etc to build your click actions. Is that something you can try?

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avatar image lukicamukica · Nov 12, 2016 at 01:49 PM 0
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Yeah, I agree. There are these "elephant in the house" things with unity that have yet to be implemented..

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