![]() ![]() You will however need to ensure that your camera is set with Solid Color as the clear flag and that it only renders a layer that is dedicated to your particles. The size of the camera shouldn't matter as the ParticleCamera class will properly re-size it to match the size of the canvas by making use of the Screen width and height properties. I will explain my setup and link updated classes that fix an issue with rendering on i-devices (haven't yet tested on Android.)įor the camera (orthographic) I do this by placing it within the hierarchy at (0, 0) both to make it easy to organize and to allow me to place my particles with the rest of the scene. In order to get this to work you need to manage the size of both the camera and the particle layer component to ensure that they are the same size as the canvas itself. My game indeed does work in multiple resolutions from iPhone4 to the various retina iPads. I know you have tons of things to do, so i will find workarounds, but it would be quite nice to have working particles within the gui system for all of us vfx/ui artists asap. The particles should then work like all the other ui elements within the hierarchy sorting, and particles should be rendered, even though the render mode is set to overlay. Not at all should this affect the overall render sorting in any way. Sorting Fudge is ONLY responsible for the sorting between different particle systems. In my opinion it should be something like that: It seems particle systems are not affected by the hierarchy sorting, like all the other ui elements. To the sorting: somehow the 'Sorting Fudge' in the particle system properties influences the overall render sorting. (Btw, when i had the render mode at overlay, it didn't render particles at all.) My particle-system-parents have a rect transform and this works just fine except the sorting, which is messed up. I have one canvas, render mode set to screen space - camera, and my camera is an orthographic camera which renders my UI and particle layer. Actually what i do have right now is working a little differently. ![]()
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