Edit, not supposed to be - misunderstand the inputfield Interactable false in a customised version
Seems to be a one line fix practically:
protected override void DoStateTransition(SelectionState state, bool instant)
{
//kill caret when disabled!
if (caretRectTrans != null)
{
caretRectTrans.gameObject.SetActive( state != SelectionState.Disabled );
}
Hi, andyz. Could you report this bug via the Bug Reporter (“Help → Report a Bug…” in the Unity Editor)? A reproduction project and clear reproduction steps would be great, this would help our CQA team tremendously (as they lack the expertise that the developers have). Thanks a bunch in advance.
Actually with the default TMP Inputfield it has multiple elements blocking raycasts which are not disabled when it is set to Interactable false so I guess I mixed it up with a customised version.
None of the UGUI elements seem to stop blocking raycasts when not interactable, though the semi-transparent nature of them suggests maybe they would not.
It would be useful to disable raycasting when not interactable in many use cases but it appears that was not part of the component’s design.
I can customise it to use the caret element only for raycasting and disable it as above for my use case.