Ignore collision

Is it poss to ignore collision with the mouse pointer and a GUI.Box? I have a gameObject that when hovered over will display a gui.box. If the box comes between the cursor and the obj it blocks the hover over.
How or can something like this be fixed?
Or is it possible to draw the box over the cursor :idea:

Can you post the code you are using? Often, this kind of thing happens when you use a raycast to detect an object and bring another object up in front of it. However, I’m not sure if this is what’s happening here without seeing the code.

Here you go

var activeCamera : Camera;
var offSetBoxX : float;
var offSetBoxY : float;
var holdTime = 0.5;
var GUISizeX = 200; 
var GUISizeY = 20;
var highlightMultiply = 1.50; 
var objText = "My Info";
var canShowB : boolean;
private var infoBox : Rect;
private var showBox : boolean;
private var originalColor; 
private var showGUI : boolean;
private var timer : float = 0.0;
private var fade : float = 0.0;
//===================================================================================//
function Start() { 
	originalColor = renderer.material.color;    
    offSetBoxX = GUISizeX/2;
    offSetBoxY = GUISizeY+20;
} 
//===================================================================================//
function OnMouseOver() { 
    if (!Application.isPlaying) 
	return; 
    timer += Time.deltaTime; 
    if(timer >=0.25)   {    
	var ix = Input.mousePosition.x; 
	var iy = Input.mousePosition.y; 
	var transMouse = GUI.matrix.inverse.MultiplyPoint3x4(Vector3(ix, Screen.height - iy, 1)); 
	infoBox = Rect(transMouse.x - offSetBoxX,transMouse.y - offSetBoxY,GUISizeX,GUISizeY);
///Original code use to be here see at bottom of page.
    if((timer != 0) )   { 
	renderer.material.color.r = originalColor.r*highlightMultiply; 
	renderer.material.color.g = originalColor.g*highlightMultiply; 
	renderer.material.color.b = originalColor.b*highlightMultiply; 
	renderer.material.color.b = renderer.material.color.b*highlightMultiply; 
    }  	
	if(canShowB) {
	showBox = true; 
	}
	showGUI = true; 
	timer = 0.0; 
    } 
} 
//===================================================================================//
function OnMouseExit() { 
    if (!Application.isPlaying) 
	return; 
	if(canShowB) {
	showBox = false; 
	}
	showGUI = false; 
    timer = 0.0; 
    yield new WaitForSeconds(0.1); 
    renderer.material.color.r = originalColor.r*highlightMultiply;// Set color back to original 
	renderer.material.color.g = originalColor.g*highlightMultiply; 
    renderer.material.color.b = originalColor.b*highlightMultiply; 
    renderer.material.color.b = renderer.material.color.b/highlightMultiply; 
    renderer.material.color = originalColor; 
} 
//===================================================================================//
function OnMouseDown() { 
    if (!Application.isPlaying) 
	return; 
	var clickedObject : GameObject = gameObject; 
    Debug.Log("Clicked Object =", clickedObject); 
} 
//===================================================================================//
function OnGUI() { 
    var saveColor= GUI.color; 
    if(showGUI) { 
    saveColor= GUI.color;// save the color (if we had multiple GUI objects being drawn)  
	GUI.color.a = fade; 
	GUI.color = saveColor; 
	FadeIn(); 
    displayB();
	} 
    else  { 
	saveColor= GUI.color;// save the color (if we had multiple GUI objects being drawn) 
	GUI.color.a = fade; 
	GUI.color = saveColor; 
	displayB();
	FadeOut(); 
    } 
} 
//==========================================//
function FadeIn() { 
	while(fade < 1.0)   {// fade out over 2 seconds  
	fade += Time.deltaTime / 2; 
	yield; 
    } 
    fade = 1; 
} 
//==========================================//
function FadeOut() { 
    // fade out over 2 seconds 
    while(fade > 0.0)   { 
	fade -= Time.deltaTime / 2; 
	yield; 
    } 
    fade = 0; 
}
//==========================================//
function displayB() {
    if(showBox==true) {
	GUI.Box (infoBox,objText); 
	}
}

One problem i’m having is the guibox updates its pos to slow so the cursor can catch up to it and get in front of it for the block. So if there is a better way to get the box to move /lock to the cursor better, that would be a big help too and possibly the best way to fixit. :smile: Ty