#UI Interactions (Mouse) Not Working in Godot Scene

1 messages · Page 1 of 1 (latest)

fallow mango
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I'm working on a Control node scene in Godot where I should be able to interact with UI elements like buttons. Specifically, I expect buttons to respond to hover events by highlighting, and other interactive behaviors like scrolling in a ScrollContainer.

However, when I run the scene directly with F6, I get no response from UI elements—hover effects don’t activate, scrolling doesn’t work.

To troubleshoot, I tried the following:
I downloaded a new Godot executable and recreated my scene. Surprisingly, the interactions worked perfectly in this new instance.
This leads me to believe the scene setup is correct, and the issue might lie with my current Godot editor or project settings.

Does anyone have ideas on what editor settings or project configurations might cause this issue with UI interactions?
Thank you

frail cove
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gello wave, there actually a lot off possible reasons behind this, could you please send your ui node configuration

fallow mango
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Hello ! I haven't seen your messsage sorry for the late reply

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It's this scene :

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And here's a video where it works on a new godot project :

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And here's on my current project :

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And it's the same .tscn file

eternal orbit
# fallow mango

if you're autoloading a canvas layer then you just have to make your buttons also on a canvas layer node in order for it to pickup inputs.

fallow mango
eternal orbit
fallow mango
eternal orbit
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Well the only thing I can think of is to check the button node in inspector to see if you didn't change anything that stops it from working other than that I have no idea.

green plinth
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Hello, have you modified the z-index ?

fallow mango
fallow mango
green plinth
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Hello again, I'm sorry but I can't replicate your problem, your scene is perfectly working for me. Have you tried to open your project with the latest version of godot exe (make a copy before if not) ? (Je parle fr si t'as des détails plus compliqués à donner en anglais qu'en fr)

fallow mango
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Hi, sorry for the late reply ! I didn't try to import my project on the other godot.exe (the two godot.exe are the latest version, I just have one on steam).
And indeed after trying (I didn't make a copy of my existing project, I just imported it into the other godot.exe instead of steam) the problem persists... so the origin of the problem does not come from the scene itself but probably from the configuration of the project.
I'm not sure how to find the source of the problem... should I show you my project?

(Oh merci mais je ne pense pas avoir plus de détails que cela, j'ai essayé de trouver l'origine du problème mais c'est mon premier projet sur godot et j'ai bien peur que l'origine du problème ne soit pas en rapport avec le code ou la structure des noeuds... mais que c'est plutot un paramètre que je ne connais pas dans godot)

green plinth
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Yeah you can send your project if you want to share it, I will have a look when I have some time^^

fallow mango
green plinth
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if you remove all the autoload the menu works (I have no idea why for the moment, I just took a look quickly)

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ho this could help :

  modules/gdscript/gdscript.cpp:2047 - Condition "!named_globals.has(p_name)" is true.
  Script does not inherit from Node: res://datas/SaveManager.gd.
  editor/editor_autoload_settings.cpp:551 - Condition "!info->node" is true. Continuing.```
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your autoloading of the .tscn file cause an obstuction for all menu you can have

green plinth
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to fix I think you juste have to do that in your level_transition.gd file :

extends CanvasLayer

@onready var animation_player: AnimationPlayer = $AnimationPlayer

func fade_from_black():
    $".".visible = true
    animation_player.play("fade_from_black")
    await animation_player.animation_finished

func fade_to_black():
    animation_player.play("fade_to_black")
    await animation_player.animation_finished
    $".".visible = false

and make your level_transition scene not visible by default

fallow mango
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Oh you're right ! that did the trick !

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Thanks ! 🥳