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Question by tanmayband · Jul 23, 2019 at 05:56 AM · boxcollideronmouseover

onMouseOver not working for 3D box?

I've seen a couple posts about this, but none worked, and I would like to avoid re-implementing core functionality, if I can.

The situation is simple: Have a box with box collider. onMouseOver works only in a part of it, depending on where the player is standing.

Attached screenshots highlight the issue (right side: game view, left side: scene view, with camera mouse direction denoted by the red line.)

Why is this happening?

EDIT: The relevant code is:

 private void OnMouseOver()
     {
         mouseOvered = true;
         print(playerInTrigger);
         if (playerInTrigger)
         {
             print("in");
             playerUIHandler.SetInteractableText(gameObject.name);
         }
     }

not working hereworking here

screenshot-27.png (510.5 kB)
screenshot-26.png (507.1 kB)
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Answer by tanmayband · Jul 23, 2019 at 03:10 PM

I figured it out, turns out, my FirstPersonController's capsule collision was throwing it off. The part where it doesn't detect the box, that's the capsule collision blocking the camera's raycast. Setting my player layer to Ignore Raycast fixed it!

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avatar image Tabu · Jul 27, 2019 at 05:32 AM 0
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ahh... yea :) Nice. Ive tried this before as well ;)

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Answer by Tabu · Jul 23, 2019 at 06:53 AM

Can you maybe attach some of the code that you use to get this? It is really hard to understand what you are trying to do. My first thought was that you should be using ScreenPointToWorldPoint or something similar to do this right? If you are already doing this, make sure that you are using the right camera. https://docs.unity3d.com/ScriptReference/Camera.ScreenToWorldPoint.html

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avatar image tanmayband · Jul 23, 2019 at 10:34 AM 0
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Oh bananas, that's a good point! Don't know why I didn't come across this when I looked into mouseover. $$anonymous$$aybe it was implied. I'll have to test this out and get back to you, I thought mouseover worked out of the box.

avatar image tanmayband · Jul 23, 2019 at 01:34 PM 0
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Alright, I've added my code. I don't see how I can fit ScreenToWorld in there.

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