Hi, im making a 2d topdown game using unity
To get seperate lighting and postprocessing effects for my UI and scene, i set multiple cameras.and my UIs are set with ScreenSpace-Camera
and here comes the issues on raycasting
i just found though my UIs appear atop of scene objects, their ray blocking can still be affecting by the scene objects with 2d colliders(which might due to the camera in 2d project always exists behind the scene)
and this would cause my UI interactions not working when its atop of a collider
i asked GPT to write me a script to set cullings on layers for raycasting to prevent scene objects blocking rays,but it wont work.
wonder anyone ever been in such situation (which should be a normal issue i figure) and share some experience on this
btw ,GPTs script goes like this
using UnityEngine;
public class RaycastBlockingToggle2D : MonoBehaviour
{
// Boolean to track whether raycast blocking is enabled or disabled (initially enabled)
private bool isBlockingEnabled = true;
// LayerMask for the objects that should be blocking raycasts (e.g., objects with 2D colliders)
public LayerMask blockingLayers;
// Function to toggle raycast blocking for objects with 2D colliders
public void ToggleRaycastBlocking()
{
// Toggle the blocking state
isBlockingEnabled = !isBlockingEnabled;
// Log the current state of raycast blocking
Debug.Log("Raycast blocking is now " + (isBlockingEnabled ? "enabled" : "disabled"));
}
// Raycast example to demonstrate the blocking state of the objects with 2D colliders
void Update()
{
// Only perform the raycast if raycast blocking is enabled
if (Input.GetMouseButtonDown(0) && isBlockingEnabled)
{
// Convert mouse position to world coordinates
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
// Perform a 2D raycast, only considering the layers specified in the blockingLayers LayerMask
RaycastHit2D hit = Physics2D.Raycast(mousePosition, Vector2.zero, Mathf.Infinity, blockingLayers);
// Check if the raycast hit any 2D collider
if (hit.collider != null)
{
Debug.Log("Raycast hit: " + hit.collider.name);
}
else
{
Debug.Log("No raycast hit detected.");
}
}
}
}