Timeline for Unity World Space UI that renders in front of gameobjects but is still maskable
Current License: CC BY-SA 4.0
6 events
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Nov 8, 2023 at 21:46 | history | edited | the_pied_shadow | CC BY-SA 4.0 |
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Nov 8, 2023 at 21:44 | comment | added | the_pied_shadow | @shingo I didn't initially understand what you were suggesting. Having two cameras rendering in HDRP comes with a significant overhead. HDRP doesn't even recommend doing it for this reason and with the frame rates I need to maintain for VR, it's really not an option for me. | |
May 11, 2023 at 14:42 | comment | added | shingo | The type of the canvas doesn't matter, you can always render one camera before another. Overall you need 2 cameras to render different layers individually. | |
May 11, 2023 at 14:25 | comment | added | the_pied_shadow | @shingo, I appreciate the reply. However, even believing that VR can use a screen space rendered, it will eliminate the ability for other important effects. The canvas is in world space primarily because it's simulating something that appears in world space. This canvas should not move with the camera. It appears at a fixed point relative the aircraft, albeit, very far from the aircraft. | |
May 11, 2023 at 14:08 | comment | added | shingo | I answered an alike question before, but the op didn't believe a vr device can draw overlay canvases. You may have a try if you believe. stackoverflow.com/questions/75767453/… | |
May 11, 2023 at 13:52 | history | asked | the_pied_shadow | CC BY-SA 4.0 |