OnMouseEnter() function stops working when I set the canvas render mode to: Camera Overlay












1














Basically the title says it all. I have a OnMouseEnter() function that works fine when I have the canvas render mode on Worldspace but stops working when I change it to Camera Overlay.



Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.



Any idea why?










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  • Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
    – ClaudioA
    yesterday
















1














Basically the title says it all. I have a OnMouseEnter() function that works fine when I have the canvas render mode on Worldspace but stops working when I change it to Camera Overlay.



Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.



Any idea why?










share|improve this question
























  • Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
    – ClaudioA
    yesterday














1












1








1







Basically the title says it all. I have a OnMouseEnter() function that works fine when I have the canvas render mode on Worldspace but stops working when I change it to Camera Overlay.



Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.



Any idea why?










share|improve this question















Basically the title says it all. I have a OnMouseEnter() function that works fine when I have the canvas render mode on Worldspace but stops working when I change it to Camera Overlay.



Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.



Any idea why?







unity c#






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share|improve this question













share|improve this question




share|improve this question








edited yesterday

























asked yesterday









ClaudioA

2317




2317












  • Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
    – ClaudioA
    yesterday


















  • Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
    – ClaudioA
    yesterday
















Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
– ClaudioA
yesterday




Before, it would work with just the script with the mouse functions on it attached to the image object. Now to work I need to use an event trigger and add the script to another object to put it into the trigger.
– ClaudioA
yesterday










1 Answer
1






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oldest

votes


















3














OnMouseEnter is a MonoBehaviour message that's fired by rays cast in the 3D game world (including hit-testing 2D colliders in that 3D game world too).



Once you set your UI to Overlay, it's no longer in the 3D game world. It exists as a pure UI layer painted over-top by a separate pass at the end.



To catch mouse events in this pure UI world, you need to use the UI's event system approach:



public class UIMouseOverExample : MonoBehaviour, IPointerEnterHandler {

public void OnPointerEnter(PointerEventData eventData)
{
// Do your stuff.
}
}





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    OnMouseEnter is a MonoBehaviour message that's fired by rays cast in the 3D game world (including hit-testing 2D colliders in that 3D game world too).



    Once you set your UI to Overlay, it's no longer in the 3D game world. It exists as a pure UI layer painted over-top by a separate pass at the end.



    To catch mouse events in this pure UI world, you need to use the UI's event system approach:



    public class UIMouseOverExample : MonoBehaviour, IPointerEnterHandler {

    public void OnPointerEnter(PointerEventData eventData)
    {
    // Do your stuff.
    }
    }





    share|improve this answer




























      3














      OnMouseEnter is a MonoBehaviour message that's fired by rays cast in the 3D game world (including hit-testing 2D colliders in that 3D game world too).



      Once you set your UI to Overlay, it's no longer in the 3D game world. It exists as a pure UI layer painted over-top by a separate pass at the end.



      To catch mouse events in this pure UI world, you need to use the UI's event system approach:



      public class UIMouseOverExample : MonoBehaviour, IPointerEnterHandler {

      public void OnPointerEnter(PointerEventData eventData)
      {
      // Do your stuff.
      }
      }





      share|improve this answer


























        3












        3








        3






        OnMouseEnter is a MonoBehaviour message that's fired by rays cast in the 3D game world (including hit-testing 2D colliders in that 3D game world too).



        Once you set your UI to Overlay, it's no longer in the 3D game world. It exists as a pure UI layer painted over-top by a separate pass at the end.



        To catch mouse events in this pure UI world, you need to use the UI's event system approach:



        public class UIMouseOverExample : MonoBehaviour, IPointerEnterHandler {

        public void OnPointerEnter(PointerEventData eventData)
        {
        // Do your stuff.
        }
        }





        share|improve this answer














        OnMouseEnter is a MonoBehaviour message that's fired by rays cast in the 3D game world (including hit-testing 2D colliders in that 3D game world too).



        Once you set your UI to Overlay, it's no longer in the 3D game world. It exists as a pure UI layer painted over-top by a separate pass at the end.



        To catch mouse events in this pure UI world, you need to use the UI's event system approach:



        public class UIMouseOverExample : MonoBehaviour, IPointerEnterHandler {

        public void OnPointerEnter(PointerEventData eventData)
        {
        // Do your stuff.
        }
        }






        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited yesterday

























        answered yesterday









        DMGregory

        58.8k13105167




        58.8k13105167






























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