For speech bubbles I'm using a custom World Space Canvas UI. No issues there. The problem is that I'm also using a tilt-shift/depth of field effect to make the world seem like a miniature set; it is applied to MainCamera and this causes the World Space GUI to be blurred along with the scenery. So all the dialog text is blurry. I'd like for it to be sharp and crisp, no matter where it is in the game world.
A typical solution to this would be to render the GUI on a separate/second camera, thus having two cameras running at the same time. But I can't seem to figure out a way for Adventure Creator to do this.
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Thanks!
BUT, another problem is that you see the same flickering for AC text. It is better to show you what is happening in video demonstration. Here is the link for video where you can see that effect. It will be better to download this video since quality from dropbox is not goof.
https://www.dropbox.com/s/tl3rcp71h0c2rp1/CTAA Problems.avi?dl=0
I wrote letter to Livenda support and have attached this video and described this situation in details and here is what they answered:
In the mean while the simplest method to fix is to render the GUI from a separate camera and set it's depth order higher then the game camera and it's Clear Mask to Depth Only (can also try 'Don't Clear' method ) and set it's background color to black. This way the GUI will be rendered from a separate camera where there is no CTAA.
The See Through System am not too sure about, we have to take a look, there are a million ways to do things and everyone has their own method, especially with a system like ST where alpha masking is used to render objects behind using the depth map...
Sorry, I am still learning Unity and AC while doing my game, so maybe all this are nube questions. I hope I've descriped everything in detail and maybe you have a solution for this? Chris, please help.
Thanks!
I would recommend waiting for their fix if you can - any workaround is going to be temporary, as you'll have to change it back once their update is out.
However, AC won't change the Layer of your Unity UI prefab, so you can change that safely without AC affecting it. You can then add another Camera to your in-scene MainCamera GameObject as a child, and set it to only render your new, separate layer that only your Unity UI prefabs are on.
I will try to play with this idea once again, but yep, it's better to wait their fix.
Have I set it up correctly or do I need a custom script?
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Also, I'm not sure how to declare those two names in the script (as I don't have scripting knowledge) Thanks!
https://youtu.be/Z7FjD_qSCL0