• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by lalamax3d · Aug 08, 2013 at 03:49 PM · collideronmousedown

character with multiple areas clickable.. issues

i have a character with multiple animations setup via mechanim. everything controlled via a main script on character fbx prefab. its at same level where 'animator' exists. now i put two spheres (have colliders) on them. put them in heirarchy (head / spine bones etc ) with trasparent shader.

if i put a behvaiour on each sphere, i can detect clicks simply via "OnMouseDown" but its general way of solving.

Q.how to acheive similar behaviour from main script(parent node). i can reference those two spheres in main script at startup. now how to check from main script (on root transform) that one of child transforms sphere (with collider) is clicked. is there direct easy way. i know, this can be solved via raycast or ray hit thing. its not very smart way of doing it. i mean i know exactly two objects which possible can be clicked. i know they have colliders component attached. all i wanted is parent object gets notify (event> on mouse down) on child sphere transform(which has collider)

from my as3 background, i could simply write i.e >> collSph1.addEventListener(MouseEvent.Click, onClickHandler());

huge thanks in advance for time and willingness to share knowledge regards,lala

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by lalamax3d · Aug 09, 2013 at 01:18 PM

answer lied in delegates. collider meshes should have a behaviour with delegate variable / function to be used at OnMouseDown. then parent node should reference to that delegate @ startup. if anyonce interested. let me know, i'll post sample scripts here..

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OnMouseDown() not called on child object collider 2 Answers

OnMouseDown() won't work unless gameObject's 2DBox Collider - ‘Is Trigger’ is toggled on/off mid-game in editor. 0 Answers

Why does OnMouseDown work in Free Aspect, but NOT in 1024 x 768? 2 Answers

Clickable area problem? 0 Answers

Accessing colliders, in if statement 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges