With new UI, separate scenes, or just separate panels?

This is basically a dupe of this question

later I put some thoughts on the matter there …


What do you guys do …

Say you have a menu of five buttons, each one leads to one of five control displays.

There’s no game content, it’s all UI at this point.

Would you make separate scenes for each controls screen? or, just use separate panels

Any thoughts?

What did you Unity dudes “meant” to be done?

Cheers …

Hmm I realised this isn’r really covered in the UI Demo … any thoughts ?

i think it is covered by the 3dmenu scene?
they did it all in one scene and so did i…

Separate panels, all in one scene, then just enable/disable on the fly. I suppose if you have different people working on the UI elements, you might want a different scene, but then I would load them all into the same scene myself anyway.

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Rakkarage - gotchya, they do demo it in the “3D scene”.

Indeed you just have to fool around and disable them.

It seems incredibly more sensible to me to use different canvasses – but that creates the problem that, simply, they “draw on top of each other” in the editor screen.

(As far as I know, you can’t move the “nominal” position on the editor screen, of a canvas. So they all stack up.) (I guess, you could use a separate gui camera for each one, to move them around on the editor that way.)

Hmm, thanks for the thoughts guys…

I stumbled on this earlier question, I put some thoughts there too Scenes vs Canvases vs Panels - Unity Engine - Unity Discussions

Disable the ones that you are currently working on.

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that’s a lousy way to work man! :slight_smile: it’s like in the old days on iOS when you had stuff stacked up on views, so you would turn off or “slide over” the ones you were not working on. (not they have container views, thank goodness)

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Here is the great tutorial on organizing Panels

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