After adding a GameObject -> UI -> button to my Unity canvas, when in game mode the canvas rectangle is showing up when I don't want to see it. It should only be visible in scene mode. How do I ensure that it is not visible in game mode?
Check if Gizmos is On. Turn it Off and outlining rectangle would not be visible in GameMode. Or it can be an Image component attached to canvas if you are talking about filled rectangle.
it turned out that when i built the game on android the canvas rect is not invisible (it is only visible in unity editor).
Related
How do i properly use Overlay Canvas so that it is not visible over walls. As seen in the image below the canvas is seen through the wall(the white line in Game view). I am using a free roam camera that you can freely move in the Game. I tried using Screen Space - Camera canvas but when i move my camera in Game the edges are flikering.
What you are seeing in your game view is the "Gizmo", which shows the canvas outline. If you disable gizmos in the game view (top right of the game view, just click the "Gizmos" text", the white line will no longer be visible. This wouldn't show in a build of the game even if you have it enabled in your editor.
As Robin said, what you're seeing is just the canvas gizmo in the scene view. It's so big because it's scaled in world units to the resolution of your game view.
If it's getting in your way you can hide it without disabling it or turning off gizmos by clicking the little eye icon in the left of the hierarchy. The little finger icon will disable selecting it by clicking in the game world, so it doesn't get in the way of trying to select other objects.
If you're using an older version of unity, you may need to just disable the canvas and remember to turn it back on before you build, or disable gizmos.
I am new to Unity and am working on a UI project. I want to add a Camera targeted on a GameObject in the Canvas. There is a Camera with the same hierarchy of the Canvas and when I clicked it the preview is blank but when I play the project everything is shown, including all the buttons texts images.
How does the Camera work with UI and is it possible to add a camera targeted on a GameObject?
For your main Canvas, you do not need a Camera. Please see the Unity Manual for information regarding the Canvas. Take note of the Render Mode option on the Canvas Component. If this is set to Screen Space - Overlay then you will not need a camera to view UI Items or GameObjects that are placed as children to this GameObject. It will also inherently not appear in your Camera Preview if it is located under a Canvas of this type.
If you would like to have other GameObjects show up in the Camera Preview, add them to your scene and ensure that they are not under the Canvas GameObject. Then ensure that they are in range of your Camera.
Hope this helps!
I'm developping a 3D app with Unity. The app should start on a splash screen canvas, then should show the loaded scene.
Everything works well on Editor. But when I try on a real device (iphone7), the canvas displays very lately: Between Unity splash screen and my splash screen, I can see during 0.5 second the avatar as a T shape (not animated) and an empty backgound. And then my splash screen.
What I want:
Unity splashscreen > My Splashscreen > the scene fully loaded
What I see:
Unity splashscreen > the scene not completely loaded > my splash screen > the scene fully loaded
How can I tell Unity to render the Canvas earlier?
EDIT
My canvas is just in front of the camera, my 3D objects too.
I reproduced the problem on a new scene, very simplified (Image is a simple opaque background, no sprite is configured): The cube and blank bg still appear quickly before Canvas...
Move Canvas under all the rest, as the hierarchy goes from down to top!
Is it possible to draw Gizmos (https://docs.unity3d.com/ScriptReference/Gizmos.html) in the scene view.. but overlaying the UGUI Canvas (within the scene view) and not particularly in world space? I'm looking to outline some UI elements in the scene view more fully than the vanilla Unity RectTransform is shown there.
We looked at using https://docs.unity3d.com/ScriptReference/Gizmos.DrawGUITexture.html but that appears to fall-back on old-style UI layout and doesn't account for the multiple different Render Modes the UI Canvas can be set to.
No.
You need to create the gizmos yourself in the game. There are some plugins in the asset store that provide re-implemented gizmos. You can have a look at them.
To show a 3D object in a texture, you need another camera and a RenderTexture asset. Let the camera look at the gizmos you created and assign the RenderTexture to Camera.targetTexture.
To show the texture on the UGUI Canvas, create a RawImage, then assign the RenderTexture to it.
Background
I am using Unity3D 5.3.5 to develop a Google VR (Cardboard) project
Introduction
I added a canvas button to my scene. It shows up in scene mode and sometimes in Game mode but never when I run the project
What I have tried
Turning off Direct Render for Main Camera
Setting up Render Mode of canvas to World Space
Adding Main Camera to Event Camera
Observations
Button shows up in Scene and Game Mode but not during Play mode
Though the UI does not show up, Physics Raycaster in the reticle hits the button.
Screenshots Below
This is a Unity bug. In the forums they mentioned it will be fixed in 5.3.5p5.
Its also noted in known issues for gvr:
Starting with 5.3.4p2, a bug in Unity prevents rendering World Space
uGUI Canvases into a RenderTexture
https://developers.google.com/vr/unity/release-notes#v080_initial_release
It works in older version(5.3.4f1), if you need to test it right now.
in your canvas change Render Mode to-> Screen Space Camera
change Render Camera to -> Your camera
change Plane Distance to a very low number but not negative