Unity sorting layer - unity3d

I am developing a small 2d game. I have used sorting layers to my game objects. But when I add new ui text to the scene, it applies to the bottom layer of the scene. I even can not find a sorting layer option there. How can I bring the ui text to front. Thanx

It depends, it could be that you have your canvas set to a particular render mode. So try clicking on the canvas and where it has a drop down menu called render mode select screen-space camera, attach your camera to it and then set your sorting layers from there until you get what you need. Should work with 'World Space' as well. Hope that helps.

Related

Text becomes invisible behind background canvas Unity

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.

Unity problem with ordering and sorting layers

I've some problems with Unity layers. Before was everything ok, now, I don't know why the game view show some elements behind. Has you can see in the image the red background in the game view isn't visible even if it has the same sorting layer has the text and its order in layer is fewer.
So, it would be helpfull if you would also share screenshots of the components you use, like SpriteRenderer...
Also, also, maybe show the layers you have configured.
Here is one setup for example:
You can configure which sorting layers you want and in what order
After that in your Render Component of Choice you can set this layer and use the number (order in layer) for finer sorting
Finally I solved removing the sprite renderer for the background of the parent of the texts and I putted a separated sprite square for all the background with a order fewer

Unity2D layering multiple canvas'

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.

Unity3D - Set a (foreground) UI layer which ignores mouse clicks?

I'm currently writing up a UI-Centric game, and I've added a small image overlay over some elements on screen. However, the problem is that now I can't click any buttons behind this overlay image, regardless of transparency etc.
Just to chance it, I set up a new layer called "noUIclick" and set it to ignore every other layer under physics settings - long shot I know, but no dice. Tried also simply swapping to 3D view and moving the overlay image back on the z-axis.
Is there any easy way to set a layer for UI components which will entirely ignore/allow for passthrough of mouseclicks onto the buttons in the background?
On the Image component, uncheck raycastTarget.

how to create dynamic UI that adjust itself to current screen dimensions after loading?

I have created a level editor using new UI system in Unity3D.
Using Level Editor:
I can drag the ui elements,
I am able to save them in scriptable objects
But how could i save and load them at runtime?
I mean, if i create a level with some {width x hight} resolution and if i load it on different resolution, then the whole UI positioning get distorted.
How could i anchor them correctly programmatically?
Any help would be appreciated.
There are good video tutorials about the 4.6.x UI here:
http://unity3d.com/learn/tutorials/modules/beginner/ui.
Especially for positioning the elements I recommend watching: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
I suggest you learn how to use the anchor correctly first. If you want to change the position and size of UI element in a script you can do that through the RectTransform component. It offers functions like offsetMax,offsetMin and sizeDelta for position your UI element. The functions you need to use depend on your anchor setting.
as LokiSinclair said. You just need to Adjust the Scale that the new UI provided. It is the four Arrow on the Canvas of each Object and every UI object is inheriting their scale behavior from their Parent.