Unity world to screen on screen
Like Image, Text component is also pretty simple and presents same challenge - making sure that it looks the same on all screens. Second part of making sure it looks the same on every screen will be explained in the Anchoring section. This is how the Image component should look: To ensure that behavior will happen, just make sure that Preserve Aspect is ticked. The main challenge is making sure that the image will appear the same on different screens (resolutions). Image component is pretty simple by itself. Think about it all the time, and it will most certainly improve your game's FPS. This knowledge of Canvas redraw behavior can greatly help when optimizing the game for lower-end devices. So the smartest structuring of the game objects would look like this: If you have Canvas nested inside a Canvas, when child Canvas is redrawn, the parent Canvas will not be influenced. You can image how that issue can scale up, when you have multiple components that change inside one canvas - and that's where the second Canvas comes to save the day. Now each time second passes, Canvas is completely redrawn, meaning that not only Text will be redrawn, but all the static Images (which technically don't need that redraw since they didn't change). Now let's say, that you have a few static Image components inside that same Canvas with Text timer. Every time component changes, Canvas that contains that Text is completely re-drawn. That means that each second, your Text component is going to change. Let's say that you have one Text component inside canvas which shows the seconds passed since the start of the game. Before answering the question, let's talk about draw calls in Unity, specifically re-draws on Canvas. In most cases, UI Scale Mode should be set to Scale With Screen Size, which will give you an option to set default resolution, and make objects in UI scale either with width or height, upon changing the resolution.Įxample of Canvas settings for Mobile UI: By default it's set to Constant Pixel Size, which can cause scaling issues upon changing of resolutions if left like that. This is probably more important part of the Canvas setup - specifically UI Scale Mode property. In most cases, your choice will be Screen Space, as the UI components are mostly used for UI indicators inside game that are always in front of the game world (such as health, inventory, number of lives, timers etc.). The main difference between Screen Space and World Space is that Screen Space will render Canvas in front of the whole game world, basically it will be fixed on the user's screen in front of everything else, while the World Space will be render among other objects in the game world, and it can be anywhere, like a regular object that is not a part of UI. You can choose among 3 options: Screen Space - Overlay, Screen Space - Camera, World Space.
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I will not go into detail about how it works, but instead talk about two key properties when setting it up:
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Canvas is the main parent object, that contains all the UI components as children. The only way to start this discussing is to talk about the main UI Component - Canvas. So this is my attempt to summarize key points and solutions that I've acquired over the years.ĭisclaimer: note that these are not the official guidelines, and they might not be convenient for every type of project (VR for example) - but these are the ones I've found to be most effective for most projects that will run on screens (mobile, PC, PlayStation, Xbox). What I also found to be the problem is lack of summarized material for my cases, when I didn't want to waste time going through whole documentation. But that was also true for myself, until the experience taught me better. I noticed that most of them didn't follow any guidelines and just worked based on their feeling of the best practice, which often turned out to be wrong. In either case, when I had other developers in the team, I noticed that a lot of them had trouble with Unity's UI system, whether it's scaling of components, optimizing rendering calls or just plain structuring of game objects.
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Sometimes I've made them from scratch, other times I've continued someone else's project. During my development days, I've seen many Unity projects.