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How to create highlight area? #220
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Tell me about your develop/build environment.
Could you please attach a minimal project (included |
There is nothing to share. I'm creating this logic in a separate clean project on version 2021.3.33f for Android. It is not an issue; I'm just asking if it is possible to achieve my goal, and if the answer is yes, how can I make it? |
Well, could you tell me what the remaining issue is? Can you submit a minimal project, scene, or prefab? |
The screen is completely covered with a shadow, but there is one area where the shadow is “removed” using the Subtract mask. In the shaded area, clicks should be blocked, and in the lightened area, they should be allowed. It's important that this highlighted area can move freely on the screen. Is this functionality supported by the library? If so, how can I implement it correctly? |
We have a Canvas containing some buttons. On the same Canvas, there is a Mask with two children: a shadow mask in "Add" mode and a light spot in "Subtract" mode. When I try to click on the subtracted area, the buttons underneath are not responsive, as if the Mask is intercepting the input. |
I cannot guess which components are attached to which objects. For accuracy in the response, please compress the prefab into a zip file and attach it as a comment. Additionally, as a helpful tip, the EventSystem inspector can show which object the raycast hit. Now, I noticed that the SoftMask component is blocking raycasts for the MaskingShape (Subtract) component. |
## [3.1.2](3.1.1...3.1.2) (2024-12-25) ### Bug Fixes * The `SoftMask` component was blocking raycasts to the `MaskingShape (Subtract)` area. ([828c869](828c869)), closes [#220](#220)
🎉 This issue has been resolved in version 3.1.2 🎉 The release is available on GitHub release Your semantic-release bot 📦🚀 |
Thank you, you are doing a great job, But when it will be possible to download through git link? |
I want to create an FTUE for a project I'm working on, and a highlight area is part of it. The area consists of two parts: a full-screen shadow that covers all UI elements and a light spot that can move to any position. How can I implement the logic so that the shadow blocks all interactions with the UI, while the light spot allows interactions with the interface?
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