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@capnslipp
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A UnityEngine.UI.Graphic subclass that provides only raycast targeting, skipping all drawing.
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: A UnityEngine.UI.Graphic subclass that provides only raycast targeting, skipping all drawing.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Add a `NonDrawingGraphic` component to the GameObject you want clickable, but without its own image/graphics.
/// @intended project path: Assets/Plugins/UnityEngine UI Extensions/NonDrawingGraphic.cs
/// @interwebsouce: https://gist.github.com/capnslipp/349c18283f2fea316369
using UnityEngine;
using UnityEngine.UI;
/// A concrete subclass of the Unity UI `Graphic` class that just skips drawing.
/// Useful for providing a raycast target without actually drawing anything.
public class NonDrawingGraphic : Graphic
{
public override void SetMaterialDirty() { return; }
public override void SetVerticesDirty() { return; }
/// Probably not necessary since the chain of calls `Rebuild()`->`UpdateGeometry()`->`DoMeshGeneration()`->`OnPopulateMesh()` won't happen; so here really just as a fail-safe.
protected override void OnPopulateMesh(VertexHelper vh) {
vh.Clear();
return;
}
}
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: Slimmed-down Inspector UI for `NonDrawingGraphic` class.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Add a `NonDrawingGraphic` component to the GameObject you want clickable, but without its own image/graphics.
/// @intended project path: Assets/Plugins/Editor/UnityEngine UI Extensions/NonDrawingGraphicEditor.cs
/// @interwebsouce: https://gist.github.com/capnslipp/349c18283f2fea316369
using UnityEngine;
using UnityEditor;
using UnityEditor.UI;
[CanEditMultipleObjects, CustomEditor(typeof(NonDrawingGraphic), false)]
public class NonDrawingGraphicEditor : GraphicEditor
{
public override void OnInspectorGUI ()
{
base.serializedObject.Update();
EditorGUILayout.PropertyField(base.m_Script, new GUILayoutOption[0]);
// skipping AppearanceControlsGUI
base.RaycastControlsGUI();
base.serializedObject.ApplyModifiedProperties();
}
}
@elenzil
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elenzil commented Dec 2, 2016

perfecto.

@PixelEnvision
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Just what I needed, thank you!

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