Search Issue Tracker
By Design
Votes
1
Found in
4.6.0b20
Issue ID
639403
Regression
No
EventSystem.current.IsPointerOverGameObject() never returns true on Android
EventSystem.current.IsPointerOverGameObject() can't be used on Android because it always returns false there.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [VFX] Custom HLSL with 'int' parameter, without the 'in/out/inout' access modifier is not supported
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- Dynamic text is rendered in the background when it is inside the <font> tag
Krizzen
Jan 04, 2015 11:01
This issue still occurs in 4.6.1f1.
I lost nearly an entire day of development to this issue, and risked a rewrite of my Android input code that worked flawlessly via Android Unity Remote.
MWK888's code (posted in comments here) solved the issue perfectly!
Mykhaylo Hnatyuk
Dec 26, 2014 13:24
it is not resolved!
mwk888
Dec 05, 2014 05:14
I don't think this is resolved -- with 4.6.0f3 I find IsPointerOverGameObject() is always false on Android. Also see my comment on http://forum.unity3d.com/threads/ispointerovereventsystemobject-always-returns-false-on-mobile.265372/