Guys,
I have 4 gameObjects that I use for the player control the Camera (left, up, right, down).
My problem is:
When one of these control buttons faces another gameObject in the scene, it gets behind of it, and I can’t click them. As in the example image.
[17895-error+example.png|17895]
I know, at least I think, this happens because the gameObject Z axis is lower than the button’s.
There is a way to solve this, just like a “send to front” option?
I’m hopeless. Thanks a lot for your help!
1 Answer
1
rutter
November 14, 2013, 1:17am
2
In a 3D game, this is usually accomplished by rendering multiple cameras: your main camera draws the scene, and then your second camera draws your UI over it.
This thread has some very handy reading , and you can also browse the Unity manual’s Camera page .
Long story short:
Put UI objects on their own layer
Put two cameras in the scene
Scene camera renders only scene-object layers
UI camera renders after, clears depth buffer, renders only UI-object layers
The main settings you’ll want to consider for each camera:
Depth: in which order do they render?
Clear flags: which render buffers do they clear?
Culling mask: which GameObject layers do they render?
Bear in mind that certain tasks (ie: raycasting to determine mouse/touch position) will be slightly more complicated.
Rutter, You really gave me a sign, I'll study this topics and try to figure out how to make them work in my project. Thanks for helping me again.
– leandrofgRutter, I followed your tips and now my problem is solved. Thank you very much!
– leandrofgthanks really solve my problem
– Trius