#ui problem
1 messages · Page 1 of 1 (latest)
The button is off the bottom left corner of the screen.
This is a common error. The canvas is in "Screen Space - Overlay" mode, so it's drawn directly onto your screen.
yikes
The canvas is positioned and sized in the world so that one unit on the canvas is one unit in the world
It doesn't matter where the camera is "looking" at the canvas objects
Click on the Canvas and hit F to focus your view on it
your camera will zoom way out
OH
The button is probably really tiny right now
it was yeah
Select MenuButton and set up its RectTransform like this
but the camera didnt move
the camera object won't
I mean the scene view camera -- the thing you've viewing the scene with
yeah
the scale is probably really tiny
so put it back to 1, 1, 1
also set its width to 160 and its height to 30
and these???
The UI is drawn directly onto your screen
The Camera position is meaningless.
It doesn't matter where the Camera component's object is pointing or positioned
either way, the hover detector works on this button
Okay, so I'm guessing you had another UI element that was blocking the button.
so that is very strange, something must be interrupting it in my other scene
gonna have to crack on finding out what that could be then
thanks for the help
You should have a look at the UI docs
I mashed stuff together for a long time before actually reading and understanding the docs
which make it a lot easier to make a consistent UI...
is it possible something in one of my other scripts is messing with it though? or you think it's more likely being 'physically' blocked
If the button isn't changing color, then nothing is receiving inputs at all
this is really annoying actually, I went back to the old scene and everything works again. So was that just Unity getting itself in a pickle?
That implies it depends on the exact order objects were created in