My Player Settings are targeting ARMv7 and my renderer is set to OpenGL ES 2.0
My score table is setup like the following, there is only 1 UIPanel for the whole table, and each entry is NOT an individual UI Panel. All of this has been working previously well. Is there a chance that my shaders got messed up?
-- Panel_GameRounds - UI Panel + UI Draggable Panel
-- ++ Table_RoundScores - UI Table
-- ++TableEntry_0 -- Box Collider + UIDrag Panel Contents
-- ++ Player1Score -- UILabel
-- ++ Player2Score -- UILabel
-- ++ Player1Word -- UILabel
-- ++ Player2Word -- UILabel
-- ++ TableBackground -- UISlicedSprite
-- ++ GamePuzzleBoard -- UISprite
-- ++TableEntry_1 -- Box Collider + UIDrag Panel Contents
-- ++ Player1Score -- UILabel
-- ++ Player2Score -- UILabel
-- ++ Player1Word -- UILabel
-- ++ Player2Word -- UILabel
-- ++ TableBackground -- UISlicedSprite
-- ++ GamePuzzleBoard -- UISprite
All of this sits within a GameRound_MenuPage gameobject that has a UIPanel that handles animating in, and contains other things like the Header, drag panel for moving the table around if there aren't enough items so the user can click on the grey area, OkButton, etc...
Once again, this was working well previously, but I've been restructuring a ton of my menus and this recently started happening. Hard Clip as well as soft clip, work on other areas. I've attached an image with the menu showing how soft clipping is working (you can notice the fade) but it still bleeds (due to no clipping) if nothing is above it on depth.
As you can notice, the game summary heading covers the bleeding on the top since those objects are higher up on the Z axis. I've also attached a picture of my menu structure.
From what I remember, clipping was working fine. I'm still aware of colliders not being clipped, and have been handling those cases properly by layering a "floor collider" between draggable panels and the rest of the menu.