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Question by BigHandInSky · Jan 19, 2016 at 10:45 AM · guiinputmousekinectefficiency

Efficient way to use UGui.Overlap for a GUI Mouse

Hey all,

I'm working on a game using the Kinect, and I'm wondering if anyone has a better way of handling UGui.Overlap for a fake mouse other than getting a list of all buttons and having it detect whether it is overlapping with any of them via a loop - in my use case I have 6 GUI interactive objects total (Buttons & an InputField) which means it isn't too awful, but for future coding I wonder how I can do this better?

For clarification, the reason I ask is that the GUI is set to Screen Space - Overlay, and the Kinect-using Game Camera is elsewhere in the scene; Using the mouse for testing works as expected, but with 2 hands at once in a good portion of use cases the Kinect input can't rely on a mousePosition, but can rely on two GUI objects being placed over the hands in the Game-Camera screen space, which then has them positioned correctly in the GUI space.

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