How to detect UI object on Canvas on Touch in android?
For example, I have a canvas that have 5 objects such as Image
, RawImage
, Buttons
, InputField
and so on.
When I touch on Button UI object Then do something. Each button do different process when clicked depending.
The code will look like:
private void Update() { if (Input.touches.Length <= 0) return; for (int i = 0; i < Input.touchCount; i++) { if (Button1.touch) if (Input.GetTouch(i).phase == TouchPhase.Began) login(); else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began) LogOut(); } }
So how to do it?
Second: How to detect Gameobject get touch? Is it same with that above or not?
You don't use the Input API for the new UI. You subscribe to UI events or implement interface depending on the event.
These are the proper ways to detect events on the new UI components:
1.Image
, RawImage
and Text
Components:
Implement the needed interface and override its function. The example below implements the most used events.
using UnityEngine.EventSystems; public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, IBeginDragHandler, IDragHandler, IEndDragHandler { public void OnBeginDrag(PointerEventData eventData) { Debug.Log("Drag Begin"); } public void OnDrag(PointerEventData eventData) { Debug.Log("Dragging"); } public void OnEndDrag(PointerEventData eventData) { Debug.Log("Drag Ended"); } public void OnPointerClick(PointerEventData eventData) { Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name); } public void OnPointerDown(PointerEventData eventData) { Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name); } public void OnPointerEnter(PointerEventData eventData) { Debug.Log("Mouse Enter"); } public void OnPointerExit(PointerEventData eventData) { Debug.Log("Mouse Exit"); } public void OnPointerUp(PointerEventData eventData) { Debug.Log("Mouse Up"); } }
2.Button
Component:
You use events to register to Button clicks:
public class ButtonClickDetector : MonoBehaviour { public Button button1; public Button button2; public Button button3; void OnEnable() { //Register Button Events button1.onClick.AddListener(() => buttonCallBack(button1)); button2.onClick.AddListener(() => buttonCallBack(button2)); button3.onClick.AddListener(() => buttonCallBack(button3)); } private void buttonCallBack(Button buttonPressed) { if (buttonPressed == button1) { //Your code for button 1 Debug.Log("Clicked: " + button1.name); } if (buttonPressed == button2) { //Your code for button 2 Debug.Log("Clicked: " + button2.name); } if (buttonPressed == button3) { //Your code for button 3 Debug.Log("Clicked: " + button3.name); } } void OnDisable() { //Un-Register Button Events button1.onClick.RemoveAllListeners(); button2.onClick.RemoveAllListeners(); button3.onClick.RemoveAllListeners(); } }
If you are detecting something other than Button Click on the Button then use method 1. For example, Button down and not Button Click, use IPointerDownHandler
and its OnPointerDown
function from method 1.
3.InputField
Component:
You use events to register to register for InputField submit:
public InputField inputField; void OnEnable() { //Register InputField Events inputField.onEndEdit.AddListener(delegate { inputEndEdit(); }); inputField.onValueChanged.AddListener(delegate { inputValueChanged(); }); } //Called when Input is submitted private void inputEndEdit() { Debug.Log("Input Submitted"); } //Called when Input changes private void inputValueChanged() { Debug.Log("Input Changed"); } void OnDisable() { //Un-Register InputField Events inputField.onEndEdit.RemoveAllListeners(); inputField.onValueChanged.RemoveAllListeners(); }
4.Slider
Component:
To detect when slider value changes during drag:
public Slider slider; void OnEnable() { //Subscribe to the Slider Click event slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); }); } //Will be called when Slider changes void sliderCallBack(float value) { Debug.Log("Slider Changed: " + value); } void OnDisable() { //Un-Subscribe To Slider Event slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); }); }
For other events, use Method 1.
5.Dropdown
Component
public Dropdown dropdown; void OnEnable() { //Register to onValueChanged Events //Callback with parameter dropdown.onValueChanged.AddListener(delegate { callBack(); }); //Callback without parameter dropdown.onValueChanged.AddListener(callBackWithParameter); } void OnDisable() { //Un-Register from onValueChanged Events dropdown.onValueChanged.RemoveAllListeners(); } void callBack() { } void callBackWithParameter(int value) { }
NON-UI OBJECTS:
6.For 3D Object (Mesh Renderer/any 3D Collider)
Add PhysicsRaycaster
to the Camera then use any of the events from Method 1.
The code below will automatically add PhysicsRaycaster
to the main Camera
.
public class MeshDetector : MonoBehaviour, IPointerDownHandler { void Start() { addPhysicsRaycaster(); } void addPhysicsRaycaster() { PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>(); if (physicsRaycaster == null) { Camera.main.gameObject.AddComponent<PhysicsRaycaster>(); } } public void OnPointerDown(PointerEventData eventData) { Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name); } //Implement Other Events from Method 1 }
7.For 2D Object (Sprite Renderer/any 2D Collider)
Add Physics2DRaycaster
to the Camera then use any of the events from Method 1.
The code below will automatically add Physics2DRaycaster
to the main Camera
.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler { void Start() { addPhysics2DRaycaster(); } void addPhysics2DRaycaster() { Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>(); if (physicsRaycaster == null) { Camera.main.gameObject.AddComponent<Physics2DRaycaster>(); } } public void OnPointerDown(PointerEventData eventData) { Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name); } //Implement Other Events from Method 1 }
No clicks detected on UI, 2D Objects (Sprite Renderer/any 2D Collider) and 3D Objects (Mesh Renderer/any 3D Collider):
A.Check that you have EventSystem. Without EventSystem it can't detect clicks at-all. If you don't have have it, create it yourself.
Go to GameObject ---> UI ---> Event System. This will create an EventSystem if it doesn't exist yet. If it already exist, Unity will just ignore it.
B.The UI component or GameObject with the UI component must be under a Canvas
. It means that a Canvas
must be the parent of the UI component. Without this, EventSystem will not function and clicks will not be detected.
This only applies to UI Objects. It doesn't apply to 2D (Sprite Renderer/any 2D Collider) or 3D Objects (Mesh Renderer/any 3D Collider).
C.If this is a 3D Object, PhysicsRaycaster
is not attached to the camera. Make sure that PhysicsRaycaster
is attached to the camera. See #6 above for more information.
D.If this is a 2D Object, Physics2DRaycaster
is not attached to the camera. Make sure that Physics2DRaycaster
is attached to the camera. See #7 above for more information.
E.If this is a UI object you want to detect clicks on with the interface functions such as OnBeginDrag
, OnPointerClick
, OnPointerEnter
and other functions mentioned in #1 then the script with the detection code must be attached to that UI Object you want to detect click on.
F.Also, if this is a UI Object you want to detect clicks on, make sure that no other UI Object is in front of it. If there is another UI in front of the one you want to detect click on, it will be blocking that click.
To verify that this is not the issue, disable every object under the Canvas except the one you want to detect click on then see if clicking it works.
You can add an EventTrigger
Componenet to Your UI elements that already have these Events
you just have to pass method/Function
on specific event.
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