Hi there,
I'm making a graphic adventure style game and I have a hierarchy, under a canvas, that looks like this:
**ButtonContainer**
> *Button1*> *Button2*
**OverlayPopup**> *ClickableLayer*> *Text*
Every time I click *Button1* I display the *OverlayPopup* containing some text. I want to make the *OverlayPopup* disappear when I click everywhere on the screen, so I've attached to the *ClickableLayer* a transparent stretched image with a script that disables the *OverlayPopup*. Everything works fine right now, but I want to add the fact that if I click *Button2* a different popup opens up, but the *OverlayPopup* still is disabled (if it's active).
----------
I can do this in a million ways, but I want to avoid the buttons to know anything about the popups and I wanted to make the popups atomic if possible. The thing I thought was smarter was to use a canvas group with *Blocks Raycast* unchecked, so that I could interact with the *ClickableLayer* and with *Button2* with the same click, but this appears to be not working with UI. Is there a way to get the interaction from an image but avoid blocking the graphic raycaster, so that it can still interact with other UI components that are underneath that image?
↧