How to stop mouse input at area2d

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:bust_in_silhouette: Asked By Andrea

i have a map as background of my game, and where ever the player click on that map, the game show information about that pixel using the _unhandled_inpunt(event) function to know when and where the player is clicking.

Now I want to add other object on top of this map, and I was planning to use a pickable Area2D for this objects, so that i can use the _on_Area2D_input(event) signal.

The problem is that, somehow, the signal from the area2d is not consuming the input, and whenever i select one of this over-the-map objects, i also select the map behind them.
I could work arount this using variable to control the selection, but it seems unpractical.
Is there a better way to accomplish this?

commenting hoping someone can help me with this.
maybe there is a way to set input priority, so that event are consumed starting by the higher ones?

Up to now my only solution has been to change the node of the object placed on the map to a TextureButton, since the control can stop the inputs it is easier to control them (even if it seems silly to use a control only as a mouse input blocker)

Andrea | 2018-09-11 13:36