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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-03 16:04:51 +02:00
1 parent a4604328d2
commit 50efc7e8b3
3 files changed
+18 -11

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@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
@@ -40,6 +41,15 @@ public static class InputUtil
Cursor.visible = !locked;
}
/// <summary>True while the pointer is over an interactive UI element (a raycast target), so the
/// wheel/click belongs to the UI (e.g. a scroll list) and must not also zoom the camera or paint
/// the mesh behind it. False when no EventSystem exists.</summary>
public static bool PointerOverUi()
{
var es = EventSystem.current;
return es && es.IsPointerOverGameObject();
}
public static bool ShiftHeld()
{
#if ENABLE_INPUT_SYSTEM