#UI input issue
1 messages · Page 1 of 1 (latest)
I presume it's still interactable when spawned
Hold on
(the Canvas Group)
can you screenshot the stuff that's under this part of the hierarchy in play mode, like playermenu, and whatever else is there. If they have UI elements that accept input they could be blocking the buttons
Wait, hmm
They shouldn't... because I can still interact with stuff in the hud
If i put a button there it works
do the UI_Window or UI_Window_Dialogue scripts implement any of the IPointer interfaces (or any of the other input interfaces?)
How do I check?
Open the scripts and look at what they inherit from that isn't just MonoBehaviour
Yes, they are both mono
To confirm, you're saying you can put a button up around here in the hierarchy and it'll be clickable?
Is that the case over parts of the screen closer to the buttons with the input issue?
It's really hard to hunt this down haha
You might be able to select the Event System in the scene, and look at the preview section when hovering the buttons that don't work
see if it gives you information about what you're hovering
I presume whatever that stuff is was absorbing the events via one method or another
I think
Wait I think there was an error
Because I remember there being one when the player interacted with the object to do all this, now it is gone
Maybe it disabled the gameobject?
Hmm... still here
The error for the player still happens...
I'm not quite sure what you're talking about now, but if you return to the original issue I think this should help discover what's blocking input
Awesome, what was it? I Missed what you changed
Oh, so I basically removed something complicated. In the UI script, there was a reference to all windows loaded currently, but I guess it wasn't the best, so I removed it
Also removed the UI_Window script and the Canvas Group
This happened due to not checking if the hit of a Physics.Raycast(out hit) was even there, heh
Thanks Vertx!!
No worries, I feel like I still don't quite know what was causing the issue, but I'm glad it's fixed haha