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26 Feb 2024
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@mikwee:matrix.orgmikwee
In reply to @mikwee:matrix.org
I set an input action that includes "All Devices, Left Button.", but it doesn't seem to be triggered every time I click the left mouse button.
Remember this? I asked about it in the Godot forums. I got a response pretty quickly, but I just can't figure it out
08:29:58
@mikwee:matrix.orgmikweeIt's like word salad to me08:30:02
@mikwee:matrix.orgmikwee

One thing to keep in mind is that I think ‘ui_touch’ is a editor input action. You should define your own as this could be set as “handled” by the input stack, or editor, and not propagate down to your collision shape.

If the input is not consumed by anyone else then a ray is cast from the camera into the scene and your collision shape must be big enough to collide readily with the ray.

You can turn on collision shape wires in the debugging menu to see where you should be clicking.

If there are other shapes that could be in the way you should remove the “ray pickable” option as you see fit.

08:30:30
@level:4d2.orglevelAuthor tells you to stop using default actions and create a separate action for that. ui_* actions are hard-coded for use with the Godot IDE, so nobody knows how reliably they will work.09:03:51
@mikwee:matrix.orgmikweeWell, I tried that09:04:37
@mikwee:matrix.orgmikweeI renamed the action to something without ui_*, and the problem remained09:04:57
@level:4d2.orglevel *

Author tells you to stop using default actions and create a separate action for that. ui_* actions are hard-coded for use with the Godot IDE, so nobody knows how reliably they will work.

Use _input instead of _unhandled_input to see if it helps.
If you want to pick an object when the mouse enters the area, there are ways using casting a ray to the collision object instead.

09:05:11
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@mikwee:matrix.orgmikwee I also don't use _unhandled_input 11:38:30
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