Please read about the following native Unity components in order to get a better understanding of how you can tweak this setup to your liking: You do not need to touch any of DoozyUI's components in order for this setup to work. Notice that you configure ONLY native Unity components. (Optional) Should you need to, reset the child Canvases and Renderes of the UI Container to the 'UI' sorting layer by pressing the button that can be found on the UI Container. The UI Container's Canvas is set to the 'UI' Sorting Layerġ0. Notice that the UI Camera is referencedĩ. The UI Container's Canvas is set, in your particular case, to have the Render Mode - 'Screen Space - Camera'. The UI Container is your main canvas (also known as your root canvas).Ĩ. The UI Camera should have the Depth set to 0 (it should be drawn after the Main Camera, thus in front of it)ħ. The UI Camera should have the Culling Mask set to UI (it should see (draw) only the UI layer and nothing else)Ħ. The UI Camera should have Clear Flags set to Depth onlyĥ. Your Main Camera should have the Depth set to -1 (it should be the first in the Render Queue, as we draw the UI after that, thus in front of it)Ĥ. (you do that by unselecting the UI layer)ģ. Your Main Camera should have the Culling Mask set to Mixed. You should have an UI sorting layer that should be rendered above the UI layer (see image)Ģ. The Main Camera should see (draw) everything but the UI layer and the UI Camera should see (draw) only the UI layer and nothing else.ġ. One camera (MainCamera) is your game camera and the other (UICamera) is the UI camera. Please see the image below for a basic 2 camera setup. It does not matter, as it uses only native Unity components. We apologize for the delayed response, we are doing lot of tests for the system for the 2.8 update.ĭoozyUI works with any app or game 2D or 3D. If not, we would like to see your project so that we may find where the issue comes from and fix it. Please tell us if by following the aforementioned steps you get the same result as we did or not. NOTE: we used the same exact settings for the Canvas as the ones you had on the screenshot Notice the UIElement switch from Blue to Green Notice the UIElement switch from Green to Blueġ6. Notice the UIElement switch from Blue to Greenġ4. Enter Play Mode (notice the Blue UIElement - used on Landscape)ġ2. Notice the UIElement switch from Green to Blueġ1. Set orientation to 16:10 Landscape (16:10)ĩ. Enter Play Mode (notice the Green UIElement - used on Portrait)ĩ. Opened the scene named 'SimpleSceneExample' (Assets -> DoozyUI -> _EXAMPLES -> _Scenes -> SimpleSceneExample)ħ. Enabled Orientation Manager (DoozyUI -> Control Panel -> )Ħ. Set active platform to Android (File -> Build Settings -> Platform)ĥ. Setup DOTween (Tools -> Demigiant -> DOTween Utility Panel -> )Ĥ. In order for this to work, when you enable support for PlayMaker, for example, all we do is to add 'dUI_PlayMaker' to the current active build platform.Ĭlick to expand.Hi did several tests trying to reproduce your issue, but we failed as the system worked as expected.ĭOTween 1.1.575 + DoozyUI 2.7p6 + Unity 5.4.0f3 (64-bit) / Unity 5.5.0f3 (64-bit) / Unity 5.5.2f1 (64-bit) / Unity 5.6.0f3 (64-bit) / Unity 5.6.1f1 (64-bit)Įvery test we executed the following steps for each Unity version:Ģ. Hi has built-in support for a few useful assets and we manage that by using Scripting Define Symbols (also known as preprocessor directives). We recommend using a Scripting Define Symbols manager like Ez Define Symbols - Preprocessor Directives Manager (FREE) by EZ ENTERTAINMENT. If the answer is yes, then make sure you have 'dUI_PlayMaker' added to all your build targets. So, the question is, does this happen to you when you switch platforms or not? If you switch to iOS or WebGL or any other platform, you will need to have 'dUI_PlayMaker' added to the Scripting Define Symbols (found under File > Build Settings > Player Settings > (look at the Inspector) > select the 'Other Settings' tab > scroll until you see 'Scripting Define Symbols'). If you enable support for PlayMaker and your current active build target is Android, the system will add 'dUI_PlayMaker' to that platform (and it should work without any issues). In order for this to work, when you enable support for PlayMaker, for example, all we do is to add 'dUI_PlayMaker' to the current active build platform. Click to expand.Hi has built-in support for a few useful assets and we manage that by using Scripting Define Symbols (also known as preprocessor directives).
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