I am using a UI object derived from MaskableGraphic. Input events do work but seem to be driven by the RectTransform rather than the underlying mesh.
I have tested this by clicking in a part of the element that is empty and the events still fire.
The only other solution I can come up with is to implement ICanvasRaycastFilter and manually raycast the underlying mesh, if it would even work.
All of this is done in script as it is all data driven at runtime.
I have added the following to the scene
- Graphic RayCaster on Camera
is there another way to do this correctly?