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EventSystem.IsPointerOverGameObject

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public function IsPointerOverGameObject(): bool;
public bool IsPointerOverGameObject();
public function IsPointerOverGameObject(pointerId: int): bool;
public bool IsPointerOverGameObject(int pointerId);

Parameters

pointerId Pointer (touch / mouse) ID.

Description

Is the pointer with the given ID over an EventSystem object?

#pragma strict
public class MouseExample extends MonoBehaviour {
    function Update() {
        // Check if the left mouse button was clicked
        if (Input.GetMouseButtonDown(0)) {
            // Check if the mouse was clicked over a UI element
            if (EventSystem.current.IsPointerOverGameObject()) {
                Debug.Log("Clicked on the UI");
            }
        }
    }
}
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;

public class MouseExample : MonoBehaviour { void Update() { // Check if the left mouse button was clicked if (Input.GetMouseButtonDown(0)) { // Check if the mouse was clicked over a UI element if (EventSystem.current.IsPointerOverGameObject()) { Debug.Log("Clicked on the UI"); } } } }

If you use IsPointerOverGameObject() without a parameter, it points to the "left mouse button" (pointerId = -1); therefore when you use IsPointerOverGameObject for touch, you should consider passing a pointerId to it.

#pragma strict
public class TouchExample extends MonoBehaviour {
    function Update() {
        // Check if there is a touch
        if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) {
            // Check if finger is over a UI element
            if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) {
                Debug.Log("Touched the UI");
            }
        }
    }
}
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;

public class TouchExample : MonoBehaviour { void Update() { // Check if there is a touch if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { // Check if finger is over a UI element if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) { Debug.Log("Touched the UI"); } } } }

Note that for touch, IsPointerOverGameObject should be used with OnMouseDown() or Input.GetMouseButtonDown(0) or Input.GetTouch(0).phase == TouchPhase.Began.