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Not Reproducible

Votes

21

Found in

5.5.1p1

Issue ID

877022

Regression

No

When a button's interactability is re-enabled, it's "Highlighted" trigger is called instead of "Normal"

uGUI

-

Steps to reproduce:
1. Download and open the attached project
2. Enter playmode
3. Press any button
4. Press any other button

Expected result: all buttons except the last pressed are set to Normal
Actual result: previously pressed buttons are set to Highlighted

Reproduced on 5.3.7p2, 5.4.4p1. 5.5.1p2, 5.6.0b6
Not reproduced in 2019.1.0a10

notes:
-Hovering over and out of the button resets is to "Normal" again

  1. Resolution Note (2019.1.X):

    The addition of the selectable "Selected" state in 2019.1 solves this issue

Comments (15)

  1. NioFox

    May 04, 2017 16:31

    I am using Unity 5.6.0f3 and this issue still persists for me :(

  2. Reshima

    Apr 28, 2017 05:30

    It says that this was fixed in 5.6.0, I'm using Unity 2017.1.0b2 (April 25, 2017) and I still see this issue.

  3. SV_LUBIN_FFS

    Mar 23, 2017 11:44

    Sorry for my last comment, not this issue

  4. Firoball

    Feb 16, 2017 09:55

    Getting around this problem is possible with certain hacks, none of them being trivial or nice.

    See also this topic: https://forum.unity3d.com/threads/clicking-a-button-leaves-it-in-mouseover-state.285167

  5. TheWanderingBen

    Feb 13, 2017 18:27

    My biggest concern with this bug is its potential demoralizing effects on beginners, since its a common issue when creating a mouse-based menu system. This type of UI functionality would seem trivial to end users, and should be possible without any technical knowledge, but I can see a lot of new Unity customers banging their heads for a while because they can't get it to work properly.

    Starting with any game development can be hurdle, and this would quickly cause frustration in those new to UI, Unity, or game development in general.

    These are also the type of people that I'd guess would sooner drop Unity than find this bug on the IssueTracker or in the forums -- so its likely the votes on this bug aren't proportional to the number of people it's affecting.

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