Hi everyone, I’m going to be starting work on a 2D game, but I’m not sure how to create the UI I have in mind and would appreciate all suggestions. What I’m trying to do is figure out how to create the score area of my game, so that it is always visible. The game play area below it will scroll left, right, up down depending on the direction the player moves. If the player moves down to the next scene, I don’t want the score area to be obstructed in any way. I want it to act as if the score area is in a completely separate window so that as the play area scrolls the score area is NEVER covered by any of the play area. Based on the screenshot below, can someone please tell me how I could set something like this up? I already tried a panel for the score area, but when the player moves down in the play area the score area then covers the score area. I don’t want that to happen.



What not just stick it in a screen-space Canvas?
(That’s an implementation answer, not a design answer, but you seem to be asking an implementation question… unless I’ve misunderstood you completely.)
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Thanks for the reply, but I’m not sure I follow you. I’m still a bit new to Unity. What do you mean by screen-space canvas? I have the score currently within a panel that is nested under a canvas. The canvas is set to “Screen Space -Camera”
Then it seems to me you’re done. The score does not move (on screen) when the game is scrolled. The score can’t be covered by any game content. Right?
If not, what exactly is the difference between the current behavior, and the desired behavior?
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True the score does not move, but I want it to always be visible while the play area below moves around. I’m trying to achieve something like an old C64 favorite of mine called H.E.R.O.
That’s how a screen-space canvas behaves. If you’ve somehow gotten it to do something else, please explain exactly what (and how this differs from staying put the screen as canvases normally do).
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