OK, now I am running into another issue with the URP project. It seems like the Screen Space overlay canvas is not working as it does in Built in render pipeline project, but that doesn't really make much sense.
I have a panel that is in screen space overlay, and using the UI follow script. Here it is working in built in render pipeline:
Here is the same scene, and the bubble is being created, etc. but it is way off in a different place in the scene, so it doesn't show up in Game view:
The Rect Transforms are the only difference I can see, but I am not sure why they would be pulling in different numbers just because of a URP change. Any ideas on what else I could look at?
I've gone through and checked all my objects and settings on each project and they are matching. Is there something I should double check?
Dialog System URP Screen Space Canvas Issue
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Re: Dialog System URP Screen Space Canvas Issue
In your URP project, is your camera tagged MainCamera?
Other than that, I don't know.
Other than that, I don't know.
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- Posts: 55
- Joined: Fri Apr 16, 2021 4:32 pm
Re: Dialog System URP Screen Space Canvas Issue
OK, I did some more comparing line by line with the UI follow code, and I found that the Camera.Current is Null in the URP project. Trying to 1) find out why that is, and 2) see if I can assign it my UI camera. I have two cameras, one is UI only, and is used for the textboxes/speech bubbles, so I think that is why it is messing up in the URP project:
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- Posts: 55
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Re: Dialog System URP Screen Space Canvas Issue
Alright, found out my issue. I had multiple different cameras in this scene, and I disabled them so my main camera was the only one in use, and the UI smooth follow group worked.
Re: Dialog System URP Screen Space Canvas Issue
Great! Glad you found the issue.
It's OK to have multiple cameras as long as only one active camera is tagged MainCamera.
It's OK to have multiple cameras as long as only one active camera is tagged MainCamera.