Handle touches not started on the UI

I seek a way to handle touches that do not start on UI elements in
Unity Engine …But if the touch down event is on any of the UI
elements it shall be handled by that UI element instead of the map.

The IsPointerOverGameObject function is used to simplify this. If it returns false, do you panning, rotation. If it returns true then the mouse is over any UI element. It is better and easier to use this than to use a boolean variable that is modifed by every UI element. Use OnPointerClick to detect events on the UI(map). See this for more information.

void Update()
{
    checkTouchOnScreen();
}

void checkTouchOnScreen()
{
    #if UNITY_IOS || UNITY_ANDROID || UNITY_TVOS
    if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
    {
        //Make sure finger is NOT over a UI element
        if (!EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
        {
            OnSCreenTouched();
        }
    }
    #else
    // Check if the left mouse button was clicked
    if (Input.GetMouseButtonDown(0))
    {
        //Make sure finger is NOT over a UI element
        if (!EventSystem.current.IsPointerOverGameObject())
        {
            OnSCreenTouched();
        }
    }
    #endif
}


void OnSCreenTouched()
{
    Debug.Log("Touched on the Screen where there is no UI");

    //Rotate/Pan/Zoom the camera here
}

I would like if possible to not use “if”s to check if the touch is on
any another UI element as this might prove a real performance issue

There is no other way to do this without an if statement. Even the simple answer above requires it. It doesn’t affect the performance.

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