I have two 3d buttons in my scene and when I gaze into any of the buttons it will invoke OnPointerEnter callback and saving the object the pointer gazed to.
Upon pressing Fire1 on the Gamepad I apply materials taken from Resources folder. My problem started when I gazed into the second button, and pressing Fire1 button will awkwardly changed both buttons at the same time.
This is the script I attached to both of the buttons
using UnityEngine;
using UnityEngine.EventSystems;
using Vuforia;
using System.Collections;
public class TriggerMethods : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Material _mat;
GameObject targetObject;
Renderer rend;
int i = 0;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("Fire1"))
TukarMat();
}
public void OnPointerEnter(PointerEventData eventData)
{
targetObject = ExecuteEvents.GetEventHandler<IPointerEnterHandler>(eventData.pointerEnter);
}
public void OnPointerExit(PointerEventData eventData)
{
targetObject = null;
}
public void TukarMat()
{
Debug.Log("Value i = " + i);
if (i == 0)
{
ApplyTexture(i);
i++;
}
else if (i == 1)
{
ApplyTexture(i);
i++;
}
else if (i == 2)
{
ApplyTexture(i);
i = 0;
}
}
void ApplyTexture(int i)
{
rend = targetObject.GetComponent<Renderer>();
rend.enabled = true;
switch (i)
{
case 0:
_mat = Resources.Load("Balut", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 1:
_mat = Resources.Load("Khasiat", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 2:
_mat = Resources.Load("Alma", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
default:
break;
}
}
I sensed some logic error and tried making another class to only manage object the pointer gazed to but I was getting more confused.
Hope getting some helps
Thank you