Synopsis: Is there a way to catch input without costing a draw call?
I have a neat class for measuring inputs to my canvas, catching events like IPointerDownHandler etc and interpreting complex gestures from them.
For it to work, I need a blocking object on the canvas such as an image.
I want to use it on a big empty area of the screen to measure input to the world behind. Normally I do this by putting a big empty image over the area with an alpha of 0.
However, this is needlessly expensive for the GPU to draw this invisible object.
Is there a way to catch input without the draw call?