Game Development Reference
In-Depth Information
When we run the preceding example and try a few different Field of View ( FOV )
settings on the Main Camera , we get the following results:
The Text on top of Button has now completely vanished at FOV 160 ,
as it has passed the Near Plane of the Camera and isn't being drawn.
A bit hard to show in print, but the effect brings each element to the screen at a
different rate until it passes out of view, based on its Z order depth. This would
make a great animation to use this in reverse and slap each component down on
the screen (maybe with a little shake on landing).
Another example of using the Field of View of Render Camera could be to use
rotation to give perspective depth to the UI:
1.
Reset the Pos Z values for all the elements in the previous example.
2.
Set the Image's Rotation Y value to 10 .
3.
Now select the UICamera and switch to the Game view again.
 
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