Tasharen Entertainment Forum
Support => NGUI 3 Support => Topic started by: flavoredCoffee on September 11, 2013, 06:00:41 PM
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I'm trying to create a fade out/in overlay when I switch levels. I'm creating a UITexture object in a script and giving it a black texture with alpha 0, and then fade to alpha 1. The UITexture object has it's depth value set to 100 and it's Z position to just before the camera Z.
As I expected, the texture covers everything on the screen, except the UILabels. (FYI - dynamic font in case it matters).
The UITexture is not using the atlas. The UITexture has a lower Z value than any of the labels. It has a higher depth. It's been in its own panel, or the same panel as the labels - makes no difference. I guess I could add another 2D camera and have it on top of everything, but I'd rather not do that unless it's the only option.
The UITexture will cover up a button's background image, but the label is drawn after the texture. Any other ideas on how to correct this?
Thanks
FC
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Adding a separate camera isn't a bad option. There's no extra overhead as long as you have the clear flags set to "Don't Clear"
You could also try adjusting the Z depth of the panel you've attached the overlay to, rather than changing the Z depth of the UITexture overlay itself.
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Ok -- I'll look into adding another camera -- I tried adjusting all the different Z options on each item with no luck.
I'll let you know how I get on.
FC
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Just change UITexture's shader from 'Unlit - Diffuse' to 'Unlit - Transparent Colored'.
Because the Transparent object always in front of the Opaque object, in other words the Opaque objects always render in front of the Transparent object in render queue.
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Thanks!
That did the trick.
FC