Author Topic: [Solved] Several UITextures in different draw calls on the common UIPanel  (Read 1870 times)

Lex_87

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Hi everyone  ;)

I've an issue with assigning different shader parameters on the different UITextures.

Here i have three different UITextures like a gold labels which flashes together.


I wanna coerce flash only e.g. first label.
I guess that roots of this issue is common draw call on the common UIPanel.

How i can draw UItextures in different draw calls on the common UIPanel?
« Last Edit: February 18, 2014, 06:33:54 AM by Lex_87 »

ArenMook

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Re: Several UITextures in different draw calls on the common UIPanel
« Reply #1 on: February 17, 2014, 12:03:09 PM »
Put whatever you want to flash under a separate UIPanel.

New UIPanel = new set of draw calls.

Lex_87

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Re: Several UITextures in different draw calls on the common UIPanel
« Reply #2 on: February 17, 2014, 02:34:29 PM »
Thank you for your quickly reply, great creator!

But when I place my widget under separate UIPanel then widget becomes invisible. Very sad. I still do not understand why.

Wherein:
Depth of UIPanel with invisible widget is more than another.
Depth of its UITexture is more than depth of another widgets.
Both UIPanels puts under common UICamera.

I can attach screenshot tomorrow if necessary.
« Last Edit: February 17, 2014, 03:13:56 PM by Lex_87 »

Lex_87

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Re: Several UITextures in different draw calls on the common UIPanel
« Reply #3 on: February 18, 2014, 06:29:50 AM »
Solved!

I forgot to change Unity layer, therefore my widget has been invisible.
« Last Edit: February 18, 2014, 06:38:58 AM by Lex_87 »