In my voxel game, much like other voxel games, you use the mouse to add or delete blocks in the world. When the pause menu or other UI elements are on screen, I don't want the click (used for returning back to the game) to go through and also add or delete a block in the world. So, I use IsPointerOverGameObject() to determine if the cursor is over an event object. If it is, I don't cast the ray into the world. The problem is, I overlay a cursor icon over the hidden/locked cursor while in the game. And it detects that the cursor is over this icon, and therefore doesn't let me place or delete any blocks ever. So my question is (and perhaps I overlooked the answer somewhere, but haven't been able to find quite what I'm looking for) - how can I make it so that IspointerOverGameObject() works in this way but ignores that cursor icon I'm using? Thanks!