I'm Following these steps
Follow these few steps to add texture as a camera background:
Create a new Canvas that would hold your image.
In that canvas, on Canvas component set:
Render Mode to Screen Space - Camera.
Render Camera to your main camera (drag&drop).
Plane Distance are the units, at which the background would render.
Right-click on the newly created canvas and create an Image inside of it.
On the newly created image on Image component:
Set Source Image to your desired background sprite.
and can't insert my background also
can anyone help ?
It maybe that you will have to use a raw Image instead of a normal image as I think .png files are not supported in a normal Image component
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I'm making a thingy in Unity where you can upload an image (using NativeGallery) which rabs the path of the image and then you can load the Image from that path. Unfortunantly it is returned as 'Texture2d', so you can't just set it to be an Images sprite. Instead (so i figured) you can just give your image a material with that texture as 'mainTexture'. For that to work you need to set the Canvas settings to Screen Space - Camera, but as soon as the material is set it 'goes' into the background of all the items in the Canvas. The Button-Component which is atteched to it, stays in the foreground and is still inteactable but the material is in the background and not visible, unless no Object is over it, which is clearly not how it should be.
Google Drive Link to Video for probleme
Why? And How can you fix that?
I want to add image on canvas(color:White) using Render object in flutter.
Initially I want the canvas to be white in color and Rectangular in shape.
After I load an image, That image should be in top canvas.
I dont know how to do it.Please help me to do this.
I got a little problem with my Unity's canvas. I can't set the background image.I've added the Image component to the canvas and I've tried drag the image from the assets to Source Image, but it doesn't allowed that.
You have to set the image to a Sprite (2D and UI) in order to use it in the canvas. This is done by selecting the image in the Project window and making the change in the Inspector window, from the Texture Type dropdown. Make sure you hit apply once you have completed the changes.
I'm trying to get an image to be a background on my camera. It's one picture, it doesn't need to be repeated. It would be nice to have it stretch out when the resolution of the screen changes. I've found older tutorials that show how todo it in an older version of unity, like this one: Link
However it seems that functionality is no longer in the newest version of Unity. Does anyone have any idea how to put a single picture as background?
thanks in advance.
Add a Canvas (UI --> Canvas) to your scene and set it's render mode to "Screen Space - Camera".
Set the Canvas' Render Camera to your scenes main camera (i.e. the camera you render your 3D scene with... or the only camera in the scene ;) )
make sure the Plane Distance of the Canvas is set to the far plane of your camera. So if your far clipping plane is set to 1000 set the Plane Distance to 1000 as well (or 999, if images in the canvas happen to be clipped away by the camera). If your Plane Distance is lower than the far clipping plane of your camera, objects behind the Plane Distance will be occluded by Images on the canvas.
Add an Image (UI --> Image) to the Canvas and set its anchor presets to strech on both axes.
Set the Left, Top, Right and Bottom Parameters of the Image's Rect Transform to 0. Now the image should be full screen and adjust to any change in the aspect ratio.
That should do the trick :)
I want to add an image in Blender, but I don't want it to be a background image. I have a camera zooming out (going backwards) and I have some text, and I want an image over that text. How can I accomplish this?
Add a plane above your text , then add a material to your plane and finally add image or movie texture to the plane , this should bring you to your required result.