Web Player mouse Input Bug on Chrome Only

I deployed a project to Web Player, after “Build and Run” it appears normaly on Chrome. The application’s buttons receive mouse hover states normaly, but if I try to click over them, they dont work. If I restore/maximize or even change the browser’s tab and try to click again over the buttons then they work. Its kinda browser needs a refresh before to get working. Whats going on? How to solve that? Its happening only on Chrome (my version (the latest one): 34.0.1847.116 m).

I made another project only for test and its happening too.

PS: my unity version: 4.3.4f1 pro; web player version: 4.3.5f1

same problem here. change browser tab also can fix problem.

I and my college have a solution:

It is kind a work around. It doesnt deal with the actual problem but the main thing is it works.
If you change some CSS-settings it works somehow. So i have changed the margin-left setting to 1px and changed it back about 5ms later. And so the Chrome browser have to refresh the component of the unity player. And so it works.

This is the code fragment:

$('#unityPlayer').hover(
     function() {
      if(!repainted) {
       $('#unityPlayer').css({"margin-left": "1px"});
       setTimeout(function() {
        $('#unityPlayer').css({"margin-left": "0px"});
       }, 5);
       repainted = true;
      }
    });

And we placed it in the jQuery-function like this:

jQuery(function() {

				var $missingScreen = jQuery("#unityPlayer").find(".missing");
				var $brokenScreen = jQuery("#unityPlayer").find(".broken");
				$missingScreen.hide();
				$brokenScreen.hide();

				u.observeProgress(function (progress) {
					switch(progress.pluginStatus) {
						case "broken":
							$brokenScreen.find("a").click(function (e) {
								e.stopPropagation();
								e.preventDefault();
								u.installPlugin();
								return false;
							});
							$brokenScreen.show();
						break;
						case "missing":
							$missingScreen.find("a").click(function (e) {
								e.stopPropagation();
								e.preventDefault();
								u.installPlugin();
								return false;
							});
							$missingScreen.show();
						break;
						case "installed":
							$missingScreen.remove();
						break;
						case "first":
						break;
					}
				});
				u.initPlugin(jQuery("#unityPlayer")[0], "Web Build.unity3d");
    
                $('#unityPlayer').hover(
                     function() {
                      if(!repainted) {
                       $('#unityPlayer').css({"margin-left": "1px"});
                       setTimeout(function() {
                        $('#unityPlayer').css({"margin-left": "0px"});
                       }, 5);
                       repainted = true;
                      }
                    });

	});

Ok. even though this is probably a unity problem of inconsistency between platforms, I found a solution that worked for me.

I’m using NGUI, and I had a very wild guess of unchecking clip raycasts, and that solved the problem!
I googled and found that perhaps Panels don’t get instantiated correctly on the Z axis.
In any case, I’m curious to see if this helps others, too.