I am attempting to create a “coyote time” feature for click detectors. The click detector targets are moving relatively quickly on the screen, and as a UX feature, I want players to be able to click on the click detector even if it’s moved out from under their mouse. To that end, I’ve created a system that tracks the last click detector the player has hovered over. The part I’m struggling with is the click input.
I attempted to BindAction using Enum.UserInputType.MouseButton1 as the filter, but this breaks click input for ClickDetectors and Tools. Both are important parts of the game, so I have to keep them working.
I tried to BindActionAtPriority as low as -100 and it was still a higher priority than click detectors and tools.
The actions are bound once at the start of the client session - there’s no reason the bound action should have a higher context than tools and click detectors that I know of.
Is there a better way to get click input while filtering clicks meant for tools and click detectors?