Unity Canvas

Generally speaking, the canvas has three rendering modes

One: canvas rendering

1.Screen Space - Overlay is the overlay mode

In this mode, the canvas automatically fills the screen, and by default it covers other screens at the front of the screen, which is the usual selection mode

 

 

2. Screen Space - Camera camera mode

The same canvas automatically fills the entire screen, but you can adjust whether to cover the canvas by adjusting the position of the object in front of the camera

But to use this mode, you need to select the desired camera in the rendering camera after selection

3. World Space world coordinate mode

The size is based on the set rect, which is no different from other objects in the camera, and the canvas is displayed according to its world position

 The effect is as follows

 Notice:

The maximum size of the canvas in modes 1 and 2 is related to the adaptation in the game interface, which is the position in Figure 2 below

 

 

 Two: screen pixels

 

1.Constant Pixel Size

constant pixel size

Keep UI elements the same pixel size regardless of screen size

Scale Factor zoom factor: scale all UI elements in the canvas by this factor

Reference Pixels Per Unit reference pixels per unit: the number of pixels corresponding to a unit in Unity

 But there is a problem with this model:

When we adapt on different devices, the fixed pixels will cause adaptation problems

2.Scale With Screen Size

Scale with screen size

 So in general we use this pattern

 The larger the screen, the larger the UI elements, and the UI scales with the screen size

 

 

Reference Resolution Reference Resolution: The resolution of the layout design. If the screen resolution is larger, the UI will be scaled up, and if the screen resolution is smaller, the UI will be scaled down.

Screen Match Mode Screen Match Mode Match Width or Height: Use width, height as a reference, or a value in between to scale the canvas area.

Expand: Expands the canvas area horizontally or vertically, so the size of the canvas is never smaller than the reference value.

Shrink: Crops the canvas area horizontally or vertically, so the size of the canvas is never larger than the reference value.

Match : Determines whether scaling uses width or height as a reference, or a mix of both.

Reference Pixels Per Unit: reference pixels per Unity unit

3.Constant Physical Size constant physical size

unused pattern

That is, keep UI elements at the same physical size (actual physical size on the screen) regardless of screen size and resolution.

Three: Canvas Group

Generally used as a subclass object under the unified control component

only four attributes

Alpha: Transparency

Interactable: Whether it can be interacted with, when not, reject input

Blocks Raycasts: Blocking Rays: Whether it can be collided by the rays emitted by Graphic Raycaster (the selected state is to respond to collisions). Note that this does not apply to Physics.Raycast, that is, physical rays cannot interact with UI elements. , the mouse click is not responding

 Ignore Parent Group: Ignore the component of the parent class

That is, we add blocking rays to the parent object

Subclass panel:

Buttons can still be clicked

Four: Render Order rendering order

In UGUI, the rendering order is rendered according to the order in Hierarchy

That is, the back covers the front

Subclass overshadows parent

Here you can refer to the blood bar creation in the previous content and use a mask to cover the blood bar to achieve the effect of reducing the blood bar

Or we can use the sorting layer to control the rendering order

For example, our button at the back will cover the button at the front, and the button at the back will cover the font at the front

 

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Origin blog.csdn.net/jijikok/article/details/128875237