Hi all, I'm creating an interface using UIElements and need to draw curves representing connection points that run over the top of some Elements. This used to be easy using the Handles API: Code (CSharp): Handles.DrawBezier(startPoint, endPoint, startTangent, endTangent, color, null, 5); I have attempted to insert an absolutely positioned IMGUIContainer into the element, and place this on top of everything in order to draw the beziers using the same Handles code, but the IMGUIContainer doesn't allow click events to pass through onto any regular UIElements placed underneath it. Perhaps this image will help make more sense... Once I draw this red curve in an IMGUIContainer on top of other Elements, it blocks all Elements underneath the whole rect of the curve from detecting any mouse events: I have had a look at the UnityCsReference repo on Github to see how the Unity team are drawing the connection lines for their own GraphViewEditor, but I find it pretty hard to follow and I think it looks like they are using something called "MeshGenerationContext" to draw the lines, which is an experimental API and is not yet documented. I've also had a poke around the VFX graph repo but likewise can't make sense of it. Does anyone know of either: 1) A way to bypass any mouse events of an IMGUIContainer so that clicks can be registered for any Elements placed underneath the overlapping container. Obviously this would be a temporary solution because eventually I don't want to use IMGUI at all. or 2) A way to draw arbitrary curves inside UIElements without the use of IMGUI and without losing click events of Elements placed underneath these curves. Perhaps someone can explain the MeshGenerationContext? Or maybe there is another alternative? Thanks a lot!