#alr implemented nothing
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well I tried adding a physics raycaster just to see what it is and I am stuck in an endless loop now 0_o
why do you even need it?
I don't, chemicalcrux mentioned some extra components so I tried adding stuff that has raycast in the name :/
didn't even think about it's purpose
fixed it by restarting the unity anyways
you'd better fix it with github
but ok
that was the only change I made since saving so ending the proccess was fine
why do you need ISelectable?
we'll be using plastic since it's easier to use for collabing
that's an interface I made, I don't know if I'll use it later on because I planned to use a raycast approach and get an ISelectable component to select the object
I see
keeping it for now just in case
yeah, didn't see it in docs(could be my fault ig), thanks for helping anyways
I didn't even help though
yeah there is no mention of a physics raycaster in there :/
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.EventSystems.IPointerEnterHandler.html
https://docs.unity3d.com/2017.4/Documentation/ScriptReference/EventSystems.IPointerEnterHandler.html
you tried, that's what counts
because you do not need it
ah, no, you need
I mean that's what fixed it
found it here:
https://discussions.unity.com/t/implementing-ipointerclickhandler-interface-does-not-seem-to-work/150103
Hello, I am using EventSystems to register a click on a Game Object using the following: using UnityEngine; using UnityEngine.EventSystems; public class ClickChecker : MonoBehaviour, IPointerClickHandler { public void OnPointerClick (PointerEventData eventData) { Debug.Log ("clicked"); } } It should be noted that the methods in ...
yeah, I was also making a game with these things
and I forgot that I have added Physics Raycaster on camera too
yeah it's a thing you do once at the very start of a project and forget about it :/
good luck in your project