Overlay Cameras for UI

Is it possible to have have multiple “cameras” set to overlay like you would normally have in a stack on the base camera to render UI elements on top of the normal 3D world space? (on a canvas in world space) If so, how would you set up the order/stack? If not, is this type of thing planned?

Any thoughts on this?

IINM you can have a camera use a RenderTexture target and use that render texture as the texture input on a material that you use to render some object in the scene with. I’m not sure what kind of stacking or other things you are looking for, though.

Our main play area is a large 3d environment. Typically we use and overlay camera for in various UI pop up events and labels and such. (and the HUD). In VP we can put these things on in world space with the main camera, but we want to have this always in front of in game geo.

Basically, just having UI overlay the main camera the normal way you would with by adding into the stack. Don’t know if its not working due to no setting it up properly, it simply doesn’t work that way in VP.

I don’t know of any current way of make it always in front. I know you could always lock the display object to the main camera so that it’s always in front of it, but I don’t think we have a way of making sure it is always over. Maybe a shader graph the always set the Z value to something really, really small to overwrite any value in the depth buffer?

The concept the camera stack doesn’t really translate then?

One of challenges we are facing is trying to have the the VP version of the game significantly different from the other platforms, primarily from an ongoing development standpoint.

Unfortunately, there’s no way to output depth separately in shader graphs. The depth always comes from the fragment position.

No; this isn’t a concept that RealityKit supports.

So just to clarify, World Space is the render mode setting in a canvas that is expected to be used in MR? Screen space (either camera or overlay) won’t be expected to work? (they sort of work in tests, but not as expected).

That’s correct; we only support world space UI in MR.