I’m working with Scene UI elements (like the one shown in the picture, where the red dots are) in Omniverse with a manipulator and running into a common issue: when clicking the Scene UI component, the selection often “falls through” and selects an underlying 3D object (like a wall or railing) that is unexpected,
How can I stop this unintended selection? I’m using an image (the ‘dot’) as the visual for the Scene UI element
Hi and thanks for your question. This is a common problem, yes. However it is one that is difficult to quantify and solve. The selection of the right 3D object in a scene, especially when surrounded by other objects, in a tight cluster, like this, is very difficult. I am assuming if these objects were just single objects, spread out, it would work easily. In this scene, I can see several objects stacked on top of each other.
I really do not have a good answer for this, other than recognize that this is a common problem when dealing with multi-layered prims. The only thing I can think of, is to change your selection type to other modes, like “assembly” and “component” and then change the object type of the objects you wish to be manipulated. That will create a “filter” for selecting objects. Sorry, I wish I could be of more use.
We have tried using filter for selecting objects, but It did not work as expected.
As a workaround, we added a clean‑up selection in the release button event, which removes any unintended selected objects. However, it seems that object selection requires submitting a raycast event, and this does not execute immediately.
This workaround works with simple models, but when opening large models, the raycast calculation often executes after the release button event, causing issues with object selection.
Is it possible to force raycast calculation execute immediately?