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Unity UI Bypassing a event intercepted by an event handler

Discussion in 'UGUI & TextMesh Pro' started by eliphat, Feb 16, 2021.

  1. eliphat

    eliphat

    Joined:
    Jul 4, 2017
    Posts:
    48
    Is there a way to let some intercepted events (captured by IPointerClickHandler, for example) continue bubbling up through the hierarchy?
    For example, I have two draggable UI windows on the screen. They may overlap. I want to activate a window (put it to foreground) when the user clicks on it. I also want the element that the user clicks on to respond to the event.