EventTrigger's on nested objects?

The issue is that any EventTriggers that are not a direct child to the canvas will not execute, however my interface setup requires the use of children as there are multiple interface groups that are shown based on certain results.

Here’s my GameObject heirachy:

  • -Canvas
  • –GameObject(InterfaceContainer)
  • —GameObject(Buttongroup container)
  • ----EventTrigger(Button).

Graphic Raycaster settings:

  • -IgnoreReversedGraphics:true
  • -BlockingObjects:None
  • -BlockingMask:Everything

The events that I’m trying to use are

  • Pointer up

  • Pointer down

I’m attempting to create a hold to activate button. I’ve done all of the logic, however the methods are never being called by the EventTrigger. I’ve tried other triggers as-well and it seems like the entire EventTrigger component isn’t firing.

I have an EventSystem in the scene.

This is absolutely essential to my application. Thanks for any help.

Help with what exactly?

Well, now I feel like a massive idiot. The triggers aren’t working at all.

Is your EventTrigger(Button) an actual UI.Button component on a gameobject? Or is it just an otherwise empty gameobject with an EventTrigger component on it?

The GameObject which has the EventTrigger component on it is an UI-Button.
The EventTrigger works fine on any non-nested buttons.
However my requirement is to have them work on Buttons that are a child of a GameObject.

Is it just the EventTriggers that aren’t working or is the Button itself (OnClick) not working either?

The button isn’t working either. Visually it works, however hover/onclick won’t be called. The button is a child on Canvas, however not a direct child of the canvas as showed earlier. A direct child of the canvas unfortunately is not possible with our application setup.

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