Fix: wheel over UI scrolls the list instead of zooming the camera
The orbit rig read the wheel unfiltered for zoom, so scrolling a paint-mode scroll list also zoomed the camera. Gate the zoom behind a shared InputUtil.PointerOverUi() helper (EventSystem raycast); MeshPainter's private IsPointerOverUi() now delegates to the same helper (DRY). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -238,11 +238,13 @@ public class ThirdPersonOrbitInput : MonoBehaviour
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float scale = CurrentScale();
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// Shift/Ctrl+wheel is reserved for the paint brush resize (MeshPainter) - but only in paint
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// mode (PanEnabled), where the resize actually claims the wheel. Outside paint mode Shift is
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// the sprint key, so the wheel must still zoom.
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bool brushResizeClaimsWheel = PanEnabled && (InputUtil.ShiftHeld() || InputUtil.CtrlHeld());
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float scroll = brushResizeClaimsWheel ? 0f : InputUtil.ReadScroll();
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// The wheel belongs to the UI when the pointer is over an interactive element (e.g. a scroll
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// list), so it scrolls the UI instead of zooming. Shift/Ctrl+wheel is likewise reserved for the
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// paint brush resize (MeshPainter) - but only in paint mode (PanEnabled), where the resize
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// actually claims the wheel; outside paint mode Shift is the sprint key, so the wheel must zoom.
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bool wheelClaimed = InputUtil.PointerOverUi()
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|| (PanEnabled && (InputUtil.ShiftHeld() || InputUtil.CtrlHeld()));
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float scroll = wheelClaimed ? 0f : InputUtil.ReadScroll();
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if (!Mathf.Approximately(scroll, 0f))
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{
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// One wheel notch = one zoom step (sign only, platform-independent). The step scales with
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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@@ -1123,11 +1122,7 @@ public partial class MeshPainter : MonoBehaviour
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}
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/// <summary>True if the pointer is currently over an interactive UI element (raycast target).</summary>
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private static bool IsPointerOverUi()
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{
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var es = EventSystem.current;
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return es && es.IsPointerOverGameObject();
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}
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private static bool IsPointerOverUi() => InputUtil.PointerOverUi();
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private void OnDestroy()
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{
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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@@ -40,6 +41,15 @@ public static class InputUtil
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Cursor.visible = !locked;
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}
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/// <summary>True while the pointer is over an interactive UI element (a raycast target), so the
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/// wheel/click belongs to the UI (e.g. a scroll list) and must not also zoom the camera or paint
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/// the mesh behind it. False when no EventSystem exists.</summary>
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public static bool PointerOverUi()
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{
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var es = EventSystem.current;
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return es && es.IsPointerOverGameObject();
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}
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public static bool ShiftHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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