08-07-2024 04:39 AM - edited 08-07-2024 04:41 AM
Hi,
How do I manage disabling and enabling multiple world space canvases so the Ray interactions work properly, when the canvases are placed in front of each other?
The UI canvases are default Unity world space canvases with ray interactions added with the quick actions described in this article: Add an Interaction with QuickActions | Oculus Developers
The problem is that I have two worldspace canvases with ray interactions placed in front of each other, kinda like in layers. When I disable the canvas gameobject in front, the interactor cursor hits the disabled (invisible canvas) and does not properly pass through to hit the second canvas (which it should do).
How can I ensure the cursor interacts with the first active/visible canvas and does not get captured by disabled ones?