OnMouseEnter() function stops working when I set the canvas render mode to: Camera Overlay
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#
add a comment |
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#
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
add a comment |
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#
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#
unity c#
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
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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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
}
}
add a comment |
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.
}
}
add a comment |
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.
}
}
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.
}
}
edited yesterday
answered yesterday
DMGregory♦
58.8k13105167
58.8k13105167
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add a comment |
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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