I just added 3D Text on my scene and it is invisible on the background of Canvas, that is "Render Mode: Screen Space - Camera". How i can make it visible on background of my canvas?
There are 2 ways to fix this:
Change the Sorting Layer of the obstructing object to be one behind that of the text, or change the Order in layer of the obstructing object to be lower than that of the canvas.
OR
Create a new canvas with a higher Sorting Layer (you may need to create a new one) or Order in Canvas and place the text in the new canvas.
As an example, here I have my normal text in a lower canvas, but I created an overlay canvas for text that absolutely must go above everything else.
I find that the second solution is a better general solution for the issue, as in the first solution you have to change the layers for every object in the scene that might obstruct your text.
Related
I am working on a 2d project with unity engine. (I am a newbie)
As you can see in image I already have a canvas for UI elements but also I have gameobjects under player element. I want to add text inside "govde" element. but when I add it;
at left bottom you can see my game. but canvas and text size is HUGE.
I dont know what is wrong with my game or canvas but I could not solve this.
By the way my gun works well so there are no errors in game. here is a photo of game scene;
Thank you for any kind of help. Have a nice day:)
EDIT : I Wanted to show the text box I wanted; please consider the numbers are so small. What I am asking is when width:2 and height:1 ok my textbox fits inside that car but since it is so small, i cannot show even 1 characters inside text box even if I make font size : 1. My english is not perfect sorry if I make any mistake. Here is picture;
and IF I Make bigger to everything, They don't fit to my game screen. I tried to move camera to far away but that did not changed to my Game Screen.
LASTLY: When I add my a text inside my UI CANVAS, it perfectly fits. But when I add same textbox to game object called Player as I needed, it is TOO BIG
SOLUTION : For anybody who deals with same problem try to create a text object inside a UI CANVAS, after that create another canvas inside game object. And lastly, drag textbox into second canvas . That solved all my problems. My second canvas is still huge and when I make it smaller my textbox gets smaller and smaller so I cannot use it again but I let canvas to be huge, no problem for me at all. Thanks for helps.
The text you created is the tiny black ‘New Text’ above the word basla. The canvas isn't actually viewable, you can add a ‘Panel’ underneath to confirm its size.
edit set font size and change width and height of text
keep scale at 1,1,1, track all the parent scale of each parent object, they do multiply in scale as you go down, so if one parent has scale 2,2,2 and its parent has scale 3,3,3 by the time you get to the text at 1,1,1 its scaled to 6,6,6 so keep this in mind and reorganize you hierarchy as needed
I'm trying to create a pop-up window that will overlay on top of the current canvas and block all interaction with it. Everything I read says to use Canvas Group(s) and/or Graphic Raycaster, but I can't find the magic combination to make that work.
Canvas O is a Screen-Space overlay for typical buttons.
Canvas K is a World-Space canvas for my current UI stuff that I can pan around and whatnot.
Canvas P is my popup which is also an overlay and which I want to block all interaction with both O and K "behind" it. I've put a Canvas group on all 3, I've put a Graphic Raycaster on P, I've selected "Blocks Raycasts" in the Canvas Group of P as well as setting the "Blocking Objects" and "Blocking Mask" to All and Everything. I've put colliders on, and I've made the canvases different Sort Orders for layering. I'm out of ideas. Why won't it block??
Canvas UI objects are drawn in descending order (so that the lowest object under the canvas in the inspector is drawn last and is in front of everything else).
Like this:
Canvas
Text1
Text2 (drawn after Text1)
OverlayImage (drawn after Text1 and Text2, blocking raycasts)
If you add an image UI object to a canvas, drag it to be the lowest object under that canvas in the inspector like in the example above, then expand it so that it takes up the entire canvas, and set the anchors (which control resizing) to expand based on the width and height of the window, that image should always cover the entire canvas. As long as it stays as the lowest GameObject in the inspector hierarchy, it should block events underneath that on that canvas.
I'm not sure about one canvas blocking events on other canvases in the scene, but I would add OverlayImages on all of the canvases, and control whether the OverlayImages are enabled or disabled from canvas P in your example.
I have two canvas' set up for my project, one to act as a background and one to hold foreground UI elements. Originally they were set to world space, and I had no problems, but now I am optimizing my game, I must change the space so they adjust to mobile phones. How can I design the canvas' so that one acts in the background and the other in the foreground? I have tried changing the z-pos and other quick fixes I found online but none have worked.
Ok, you have background canvas, sprites and foreground canvas, and background canvas should be behind everything including sprites.
The idea is to render at first only background with one camera, and then render everything with another.
To do that, we should:
Add a layer for background canvas. Change layer of background canvas and children to that layer.
To add a layer, select any gameObject and in top of the inspector you will see:
Click on a dropdown list labeled "Layer" and select "Add Layer". Then create new layer and give it a name:
Select your background canvas and change layer for it and its children. When adding gameObjects, keep in mind that if you add them to background canvas, their layer must be the same as the layer of canvas, otherwise they will be rendered by the wrong camera.
Disable that layer in main camera's culling mask.
Now the camera should no longer render background UI, and it will disappear in the game view.
Add a camera for rendering background UI.
Cameras with higher depth render on top of those with lower depth, so we should set its depth to less than depth of main camera. We should also set its culling mask to only layer for background UI, otherwise all objects on scene will be rendered twice. Copy other setting from main camera. Set main camera's clear mode to Don't Clear or Depth Only to prevent it from erasing background.
Set mode of the background canvas to Screen Space - Camera and drag newly created camera into field "Render Camera" there.
It should work now.
I have created a 2D game with an orthogonal camera and using 16:9 display size.
I dragged my background image onto the hierarchy (it's about 2048x1152) and then set the camera size to be 22.5, which made it fit the background perfectly and displays just right.
However, when I add a Canvas for a UI it is absolutely giant, about 100 times bigger. It only becomes 'normal' size with respect everything else added when I set the camera to its default size of 5. So when I add a small graphic, it too becomes giant.
I'm simply following a book I read and I'm not doing anything to deviate.
Am I doing something wrong? Below is what I mean. The background image is the little image in the bottom right and the outlined rectangle is the canvas with a small graphic added.
Thanks.
To force your Hierarchy Canvas UI to the same resolution as the Camera View in your Unity Editor Scene window resolution (i.e. not ridiculously massive), or in other words get the Canvas to fit into the Camera size in the Scene, do the following:
Set the Canvas component's Render Mode to Screen Space - Camera.
Make sure you select or drag the relevant Camera from the Hierarchy to the Render Camera field in the Inspector.
You should use the Unity canvas for this along with the canvas scaler component. If I'm not mistaken it will scale all elements relative to the screen they are viewed on.
The canvas scaler allows you to match the scaling based on a preferred viewport size which is a life saver.
However this may not fit you needs perfectly as it would mean that the background element would become fixed. So if you wanted to pan the element you would need to move it's x and y elements within the canvas.
Hope that helps?
I'm very new in Unity and in GameDevelopment at all. So I've started with Roll-a-Ball tutorial. And now I have a trouble with UI Lesson. When I create Text element Canvas parent creates in strange position.
But in lesson I see that Canvas is near Player object. How can I move it?
If you want to see the canvas fit inside your scene camera's view, change the Canvas's Render Mode to Screen Space - Camera; then drag the Main Camera onto the newly visible Render Camera field in the inspector.
See the bit in your canvas inspector about it being "screen space - overlay"?
That means:
"This render mode places UI elements on the screen rendered on top of the scene. "
And what THAT means, is that you don't have to worry about where the Canvas and child Text show up in your scene view. When you run the game the UI elements will overlay on the background world objects and it'll all be fine.
Source:
http://docs.unity3d.com/Manual/UICanvas.html
It shouldn't matter where the canvas is located, but you can select the child object called 'text' and change the X and Y values to move it around the screen. I hope this helps!