Game Development Reference
In-Depth Information
Now ain't that pretty? However, looking at the full picture and the game view,
it still looks pretty much the same as a Screen Space - Overlay canvas. So let's
do something about this.
In one test I sized both the Background and the Fill Area Rect
Transform's to fill the entire of the Slider Rect Transform size.
Just a thought, makes them bigger and easier to handle.
Reaching in
So we've got our fancy slider bars in play, but it still looks flat. To break this
perception, we need to add some perspective and to do this we need a new Camera .
Without a separate camera, the Screen Space - Camera Canvas still operates exactly
like a Screen Space - Overlay Canvas, as there is nothing to tell it how to draw
differently. So let's add one.
Create a new Camera in the scene ( Create | Camera ) and name it GUICamera .
The first thing you will notice (especially if you look at the game view) is that our
scene has now vanished! Well, almost everything, the new UI we created is still
shown. This is simply because both the new Camera you created and the Main
Camera attached to the ship are both competing to draw to the same render depth,
Depth 0 , as shown in the Camera properties. Because the new GUICamera is at the
bottom of the project hierarchy, it is drawn last and wins.
Remember, in Unity 4.5, Unity Technologies changed how the rendering
chain worked. Elements are now drawn according to the order they
appear in the project Hierarchy , which by default is normally alphabetic.
Now, as this Camera is going to be specifically used for UI rendering, we can update
its options to focus on just UI elements.
If you plan to use multiple Screen Space - Camera Canvases (which is
possible), each with their own Camera , be sure to use separate Layers
for each canvas unless you want them to draw each other! A fascinating
bug that showed up while creating the demo scene, which saw my World
Canvas UI flying along in the background of the scene. This was because
it was drawing on the same layer as my Main Camera , which was very
weird to see.
 
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