#Canvas doesn't support screen space overlay?

1 messages · Page 1 of 1 (latest)

left egret
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Noooo what to do, how do i make anchored text for different devices?

flat lance
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Right now it doesn't, that's correct - that being said you can make a world space canvas and attach it to your camera and control element position by script as a workaround for now

left egret
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like maybe the one from your website x)

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i know scrollytelling has text that positions on corner

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but in the sample, theres no canvas

left egret
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oh right

left egret
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uhm is there any sample on adding html/css to the project?

jolly ermine
left egret
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i guess HTML custom layout is the one i need

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thank you marcel for your patience with me

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xd

left egret
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i have to make a separate web project?

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and then add needle build as an element?

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because in the html sample

jolly ermine
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You always have a web project. Everything you built has been a web project (e.g. with the Vite template). You can add your UI/Html there.

left egret
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theres no code for the text

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or i couldnt find it...

jolly ermine
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It's in the index.html I think

left egret
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i can't wait for the overlay canvas to work

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any ETA? xd

left egret
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but then wont the index.html be just a regular one?

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and also, if text goes in html

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the animation will also be different right?

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like i wont be able to put the text into timeline director?

flat lance
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So you always have a choice for building UI - either in HTML or in 3D.
Both have pros and cons. If you want your app to work in VR you have to use 3D UI as HTML UIs can't be displayed there.

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If you want to use animation from Timeline/Animator: build it in 3D

left egret
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thats what im doing now