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Operating System: Windows 10 (64 bit); MacOS 10.11+
Hardware: Minimum of Intel Core i3 2.5Ghz or AMD Phenom II 2.6Ghz with 4 GB RAM; Intel HD Graphics 4000 / Nvidia GeForce 710 / AMD Radeon HD 6450 or better; screen resolution of 1280x768 or higher
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Also just to clarify, my issue specifically involves the touch component on a face mesh triggering when a UI button is pressed if the face mesh is overlapping with the UI:
I need your help explaining the lens
I did not find any explanation for the functioning of the lens
Hi, sava nozin!
Sorry for the delay!
Your question is so interesting but I couldn't find a time to answer it
Here is my solution (Works only for the case with different cameras like in your second example but can be extended)
I created two scripts : DepthHelper and DepthController
Depth Helper creates touch component for it's sceneObject with specified camera and tells DepthController what touch events were called and DepthController decides which one to call
I added two examples here for tap and touch move
( Basically what you need - instead of binding function to touch event, register it to the Depth Controller, that will give you new function, which you would bind to event)
And DepthController (put it above all helper scripts) collects all triggered events of some type and selects the one with highest render order
If you are interested I can extend this example on render order of ScreenImages or distance to 3D objects . This probably will not be so precise
I will definitely push this feature request to our engineers and hopefully we can have it built in studio soon
Let me know if this is helpful/works for your case or if you need help with integrating this to your project
I ended up solving the issue with touch rejection regions that mask which areas of the screen allow which touch component to activate. It would be nice for the touch components to have this built-in. Like you said there are cases where this method or the render order might not be applicable.
Just saw the Face Paint lens - it's amazing!