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Increasingly it is very useful to design a UI in the prefab mode, when you planning to assemble multiple UI to a single scene instead of doing multi scene like before.
If those pieces are full screen panel, likely that they will be with SafeAreaPadding. So, I would like to make this work in the prefab mode. What's the problem ?
The overlay is added as a hidden + not saved prefab to the hierarchy tree. How to make that appears in the prefab mode hierarchy tree cleanly?
The problem is the overlay is a new canvas which is possible to spawn independenly as a sibling when outside of prefab mode. In the prefab mode however it is only possible to have 1 top level canvas (the editing object). Then we need a new code path that sandwich our overlay Canvas in the top level Canvas in the case of prefab mode overlay.
What will happen to the overlay when we drill down and come back? Ideally I want it destroy and recreated on the next layer/previous layer in the case of coming back. So the state will still be synched with the Notch Simulator check box.
Exiting the prefab mode should resume the overlay behaviour in the outside mode accordingly, the overlay that was inside the prefab must be destroyed.
The text was updated successfully, but these errors were encountered:
Increasingly it is very useful to design a UI in the prefab mode, when you planning to assemble multiple UI to a single scene instead of doing multi scene like before.
If those pieces are full screen panel, likely that they will be with
SafeAreaPadding
. So, I would like to make this work in the prefab mode. What's the problem ?Canvas
in the top levelCanvas
in the case of prefab mode overlay.The text was updated successfully, but these errors were encountered: