Looks complicated but can be done.
1.Route the data from PointerEventData
in all of the UI components you want to unblock 3D GameObjects raycast on.
2.Get all the instance of PhysicsRaycaster
with FindObjectsOfType<PhysicsRaycaster>()
. In terms of performance, it would make sense to cache this.
3.Perform a Raycast with PhysicsRaycaster.Raycast
which will return all GameObjects with Collider attached to it.
4.Use ExecuteEvents.Execute
to send the appropriate event to the result stored in the RaycastResult
.
RaycastForwarder
script:
public class RaycastForwarder : MonoBehaviour
{
List<PhysicsRaycaster> rayCast3D = new List<PhysicsRaycaster>();
List<RaycastResult> rayCast3DResult = new List<RaycastResult>();
private static RaycastForwarder localInstance;
public static RaycastForwarder Instance { get { return localInstance; } }
private void Awake()
{
if (localInstance != null && localInstance != this)
{
Destroy(this.gameObject);
}
else
{
localInstance = this;
}
}
public void notifyPointerDown(PointerEventData eventData)
{
findColliders(eventData, PointerEventType.Down);
}
public void notifyPointerUp(PointerEventData eventData)
{
findColliders(eventData, PointerEventType.Up);
}
public void notifyPointerDrag(PointerEventData eventData)
{
findColliders(eventData, PointerEventType.Drag);
}
private void findColliders(PointerEventData eventData, PointerEventType evType)
{
UpdateRaycaster();
//Loop Through All Normal Collider(3D/Mesh Renderer) and throw Raycast to each one
for (int i = 0; i < rayCast3D.Count; i++)
{
//Send Raycast to all GameObject with 3D Collider
rayCast3D[i].Raycast(eventData, rayCast3DResult);
sendRayCast(eventData, evType);
}
//Reset Result
rayCast3DResult.Clear();
}
private void sendRayCast(PointerEventData eventData, PointerEventType evType)
{
//Loop over the RaycastResult and simulate the pointer event
for (int i = 0; i < rayCast3DResult.Count; i++)
{
GameObject target = rayCast3DResult[i].gameObject;
PointerEventData evData = createEventData(rayCast3DResult[i]);
if (evType == PointerEventType.Drag)
{
ExecuteEvents.Execute<IDragHandler>(target,
evData,
ExecuteEvents.dragHandler);
}
if (evType == PointerEventType.Down)
{
ExecuteEvents.Execute<IPointerDownHandler>(target,
evData,
ExecuteEvents.pointerDownHandler);
}
if (evType == PointerEventType.Up)
{
ExecuteEvents.Execute<IPointerUpHandler>(target,
evData,
ExecuteEvents.pointerUpHandler);
}
}
}
private PointerEventData createEventData(RaycastResult rayResult)
{
PointerEventData evData = new PointerEventData(EventSystem.current);
evData.pointerCurrentRaycast = rayResult;
return evData;
}
//Get all PhysicsRaycaster in the scene
private void UpdateRaycaster()
{
convertToList(FindObjectsOfType<PhysicsRaycaster>(), rayCast3D);
}
private void convertToList(PhysicsRaycaster[] fromComponent, List<PhysicsRaycaster> toComponent)
{
//Clear and copy new Data
toComponent.Clear();
for (int i = 0; i < fromComponent.Length; i++)
{
toComponent.Add(fromComponent[i]);
}
}
public enum PointerEventType
{
Drag, Down, Up
}
}
RayCastRouter
script:
public class RayCastRouter : MonoBehaviour, IPointerDownHandler,
IPointerUpHandler,
IDragHandler
{
public void OnDrag(PointerEventData eventData)
{
RaycastForwarder.Instance.notifyPointerDrag(eventData);
}
public void OnPointerDown(PointerEventData eventData)
{
RaycastForwarder.Instance.notifyPointerDown(eventData);
}
public void OnPointerUp(PointerEventData eventData)
{
RaycastForwarder.Instance.notifyPointerUp(eventData);
}
}
Usage:
A.Attach RaycastForwarder
to an empty GameObject.
B.Attach RayCastRouter
to any UI component such as Image that you don't want to block a 3D GameObject. That's it. Any UI component with RayCastRouter
attached to it will be able to allow a 3D GameObject behind it receive a raycast.
An event will now be sent to 3D Object that has a script that implements functions from IPointerDownHandler
, IPointerUpHandler
and IDragHandler
interface.
Don't forget to attach Physics Raycaster
to the camera.