I'm needing to have some funcitonality ignored, if I have happen to touch my UI. However, I am struggling to detect if I am actually touching it or not.
My UI makes use of the native UI inside Unity. My thought behind it was to simply check the layers and if I touched anything on that layer, I'd stop any functionality from happening.
So I wrote this to test it:
void Update () {
if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began)
{
Ray ray = Camera.main.ScreenPointToRay( Input.GetTouch(0).position );
RaycastHit hit;
if ( Physics.Raycast(ray, out hit, Mathf.Infinity, mask))
{
Debug.Log("hit ui");
}
}
}
However, when I press the button on my UI (it's comprised of a Canvas, Panel and a single button to test), nothing happens. However, if I place a cube in the scene and assign that to the UI layer, the debug log appears.
Why is that?
I guess the key here is: EventSystems.EventSystem.current.IsPointerOverGameObject()
It should return true whether you are hovering UI. Try implementing it like this:
using UnityEngine.EventSystems;
...
if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began)
{
if(EventSystems.EventSystem.current.IsPointerOverGameObject()) {
Debug.Log("UI hit!");
}
}