Im currently rendering a canvas through a render texture and wanting to control said menu through a different cam. It works, sort of.... only trouble is the canvas doesn't seem to be aligned example:
How the TV menu should be
How it currently is
Honestly no clue on whats causing it, any clues on how to fix?
Info: Camera is set to ortho, canvas is screenspace to cam that can only see the UI
Related
I'm using Unity 2022.1.23f1 and the Universal Render Pipeline. I have a render texture, set to 480x270 with point filtering, to get a cool pixelated effect. In my scenes, I output the camera into the pixelated render texture and render it in a raw image under a Screen Space Overlay canvas. This makes it so that everything is rendered in 480x270.
Everything worked perfectly fine in the main gameplay, as there aren't any UI buttons to press. However, in my main menu scene I have three UI buttons for starting the game, accessing the options menu and quitting the game. The main menu is in 3D, featuring a desk with a monitor on it. I thought it would be cool to have the UI buttons look like they're on the monitor, which is why I made a World Space canvas, where I positioned the three UI buttons on the monitor.
I thought it would be easy to make the buttons interactable, but they don't work. I'm sure it's because the pixelation effect is blocking the UI buttons on the World Space canvas.
I removed the pixelation effect, along with the Screen Space Overlay canvas which holds it, and the buttons worked perfectly.
I googled the problem and found someone saying to remove the Graphic Raycaster component in the Scren Space Overlay Canvas, but that didn't work. I also turned off "Raycast Target" in the pixelation effect's raw image gameobject, but that also didn't work.
Is there any way to make it so that I can interact with the UI buttons in the World Space canvas, while also having the Screen Space Overlay canvas with the pixelation effect? Any help - or even suggestions to make a better pixelation effect - would be appreciated!
I have created a simple Unity AR Foundation app which places objects on a plane whenever the screen is touched. I would like to add some UI so the user can press a button rather than anywhere on the screen.
I have followed several different tutorials which seem to be doing mostly the same thing. I right-click the Hierarchy -> UI -> Button. I have scaled it so it should fit my mobile screen and anchored it to the center so it should be easy enough to find.
These are the canvas settings:
Might the UI somehow be hidden behind the camera feed from the AR Session Origin -> AR Camera? Am I missing any steps to anchor the UI to the screen?
As you can probably tell, I am very new to Unity but I feel like I have followed the tutorials for creating a UI, but it simply won't show. If you need more information, please just ask and I will provide.
Not sure but sounds like you might need to have that Canvas Scalar to scale with the screen size. Change the UI scale mode to Scale with Screen Size.
I was compiling the wrong scene. I had two very similar scenes, so when I compiled I didn't realize there were no changes and that I was inspecting the entirely wrong scene.
Once I changed to the correct scene the setup above worked as expected.
I added some ui elements to my game and they work properly in unity and on my device when connected to unity remote.
But I uploaded it to google play, downloaded it, and some text doesn't appear, buttons aren't pressable, and the background is red for some reason (supposed to be blue). Anyone know what's going on?
It may be a ratio problem, to fix this use anchors in your UI elements by using the anchor presets or by using the anchor or by using the anchor min and max values in insector, to make it scale with size you can set its UI Scale Mode to Scale With Screen Size.(https://docs.unity3d.com/Packages/com.unity.ugui#1.0/manual/HOWTO-UIMultiResolution.html). Let me know if that helps
I hope someone can help me. I have created a game with unity 5 for the school assignment but im struggling with the main menu. The problem is that i place some text on the screen but when i change the resolution then everything is displayed differently. At least not how and where i would like them. I have already watched some tutorial but none of them helped me.
So this is the menu on small resolution.
And this is on big resolution
But i would like to display it on big resolution like this:
The structure is the following:
Canvas
-Render mode: screen space camera
-Pixel perfect on
-plane distance = 1
-Everything else is in default settings
Panel
-Stretch horizontally and vertically
ExitGamePanel
-Center Bottom
-Text (Exit Game) as child
OptionsPanel
-Center Bottom
-Text (Options) as child
I have tried many settings but none of the would work. If anyone has an idea or could get me a link for a good tutorial i would really appropriate that.
Thank You!!
Attach Canvas Scaler to the Canvas if it is not attached already. And set it's UI Scale Mode to Scale With Screen Size.
I am trying to post an image of my game hero to facebook. So I instantiate the prefab which contains number of UI elements, icons and texts.
I'd like to get a Texture2D or image data from it so I could send that as a payload to my facebook plugin.
If it was visible in camera and it wasn't a UI element I would get its texture from the camera, if I let it appear on the screen the full screen camera won't be looking at it, because it is rendered using canvas. Also canvas is also looking at other objects around it because this prefab doesn't occupy full screen.
I may be wrong but I don't think that you can render the UI on a texture. It doesn't seem ideal, but you could use CaptureScreenshot, then load the image and cut the part you want based on the resolution of Screen.