When using enableDebug for input hitarea maybe it would be best if the debug rectangle is hidden when the gameobject is set to not visible. The reason for this is that pointer inputs are not fired for hidden gameobjects.
Maybe it could be achieved by using the renderFlags of the gameobject.
When using enableDebug for input hitarea maybe it would be best if the debug rectangle is hidden when the gameobject is set to not visible. The reason for this is that pointer inputs are not fired for hidden gameobjects.
Maybe it could be achieved by using the renderFlags of the gameobject.