Setting a background image behind camera areas and GUI

If you take a look at the attached picture, you can see what I’m after. It’s a complex GUI with two cameras taking up part of the screen and gui elements elsewhere.

What I specifically want to know right now is how to set a background image behind both cameras and all other gui elements (the blue sky in the picture).

Any ideas?

Thanks!

Maybe, you take photoshop and cut out from your image texture the two camerq windows.
If you have different resulutions, do that for all resolutions. And leave the camerafields i your texture transparent.

Then simply draw a Texture2D on your screen and call it bevore all the other gui elements.

Josephina

Start by putting the background picture on a plane object and pointing the main camera directly at it. Then, add the other cameras and for each one, set the Normalized Viewport Rect property to position the view where you want it on the screen. Then, just display the GUI elements in the usual way.

Thank you both for your replies,

Josephina, I thought about doing that but I would have to make a new image every time I switched around my gui, so that’s too limiting.

Andeee, your idea is the winner, and for the short term I’m finding the best results by placing the Main Camera outside my scene and pointing it out towards nowhere and adjusting the BackGround color to something that looks nice. It fills the empty spaces nicely.

Thanks again,

Vima

Sorry to necro this, but, for others – follow Andee’s advice. The whole setting up a fake background thing (described here) is problematic and overly complicated. Way better to simply set your camera to ortho, fit a textured quad with your background image on it as well as possible to the view frustum (well, box, since its ortho), and put any further UI elements (eg menu items) on interactive quads in front of that (use raycasts against mesh colliders on your UI quads). If you want to make sure your background quad fits any resolution, scale it accordingly in script, using Screen.width and Screen.height. Likewise move your UI quads to the correct positions in the 0->1 range, to match that scaling (normalized viewport rect).