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Navigating to Navigation=None elements

Discussion in 'UGUI & TextMesh Pro' started by superpig, Sep 30, 2014.

  1. superpig

    superpig

    Drink more water! Unity Technologies

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    It appears that if you set a Selectable to 'Navigation = None', then you can't navigate away from it, but other elements can still navigate to it.

    This doesn't seem like good behaviour to me. I'm using Navigation = None when building some compound controls, and I want the child elements to effectively be completely ignored from a keyboard/gamepad point of view - their parent object, which coordinates the compound control, is Selectable and handles the relevant events. Marking them as not interactable isn't an option as that would break mouse support. I can set up explicit navigation to circumvent the issue but it's not very elegant.

    The current behaviour seems actively bad, too, in that you're not going to want to navigate to an element that you're then 'stuck' on.

    What I think would be better is if Selectable.FindSelectable(Vector3) ignored Selectables with navigation.mode == Navigation.Mode.None.
     
  2. Tim-C

    Tim-C

    Unity Technologies

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    Seems reasonable. Would like a bug#
     
  3. superpig

    superpig

    Drink more water! Unity Technologies

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    Do you need a full repro project to go with it?
     
  4. Tim-C

    Tim-C

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    Just somethign that exibits the issues (modify one of the example scenes)
     
  5. superpig

    superpig

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  6. Tim-C

    Tim-C

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    fixed for b22 :)
     
    superpig likes this.