Hey there @barbrian0723! Just to clarify the question, you want a method to recognize when an interaction with a widget is unintentional? In most cases, it’s usually best to design your UI/UX around the inability to receive miss-inputs like that, or limit them by keeping the actual interactive portions out of the way of general play. For example, an RTS game would have small accurate buttons for anything that could be disruptive, and larger surface area buttons for things that are frequently selected.
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