@@artinstroukeprod not sure if you still need this but these instructions helped me for urp: 1.) In URP when you set your 2nd camera to Overlay you can use the Unity Layers as a culling option. Just put what you want to render on it's own layer and select that layer as the culling layer. 2.) Then add the overlay camera to the stack of the main camera, and remove the audio listener from the overlay camera. That is it. The overlay camera will now render anything it sees as a overlay, over the existing view. Just place your map here.
For those who can't do it on URP, Unity has a tutorial called "Camera Stacking in Unity with URP! (Tutorial)" But still tutorial video thank you so much!
In case someone else watched this video, read the comments or other forum posts on the unity website, and is now thinking this doesn't work in HDRP, then proceeds to spend hours trying to use the compositor tool for HDRP. Don't waste your time, the above workflow works perfectly fine in HDRP. Thanks for the clear and quick tutorial.
Not sure if he points this out since I skimmed a bit but it's important to keep in mind that the mesh will not adjust scale properly according to screen size on the default Canvas setting. In the Canvas Scalar component on the Canvas, switch Constant Pixel Size to *Scale With Screen Size*
Thank you! If anyone had troubles with object clipping when moving the 3d object forward, Change the Canvas Camera Object > Clipping Planes > Change the Near value
the type of content my adhd needs, learning unity in small steps is so hard because every part of the way there are details not to be forgotten about, learning something advanced like your tutorials allows us to be familiar with the workflow in order to get used to the notions like your very wise use of pre-created layers(UI Layer)
Amazing! I'd been trying all sorts of things and read / watched some other tutorials but they weren't really what I wanted. This is exactly it, setting the second camera was the big breakthrough that I'd just not even considered (I'm very new). Worked a treat.
I was just thinking how to put 3d objects (in case of my game: Cards) into "hand" and your video just popped up. It gave me great idea on solution to my problem. Thanks!
I just stumbled across your channel trying to learn something for VR and holy crap man! Your tutorials are so good! I genuinely think you should be the next Brackeys
Couldn't see it in the game view until I messed with the Near Clipping Plane, so try setting the Clipping Plane: Near of the Canvas Camera to a negative value (-100 worked for me)
Awesome! Just what I was looking for, going to use this to make a weapon customization screen that displays and allows the player to rotate the weapon while customizing it :)
Oh!! it was so easy!!! I was like all right im gonna make a render and save it as a PNG and then use it as an image. But this is more convinient :) Thank you !!!
This is great! An important mistake not to do that I did initially, don't make your canvas camera a child of the canvas, otherwise your UI elements buttons text etc won't appear.
I was wondering about this 2 days ago, when I was developing a settings menu. I was wondering how I could render a 3d object on the UI to show the effects of changing settings, and there it is, how I can do that. Thanks :D
Just in case anyone else gets stuck on this like I did: Don't forget to set your canvas to the UI layer as well, otherwise it won't be visible to the canvas camera.
Thank you for the tutorial, I've successfully made a button with 3D object on it. Is there any way to mask it when it was scrolled out from a scroll view?
Amazing stuff. I had a problem: all the 3D objects were black because I have black ambient color to make the world darker. However this was an easy fix with a directional light that is only used by the UI stuff.
This is awesome! Exactly what I was looking for. What steps would it take after this to create a scrolling effect. I am trying to set up my games store like this. Essentially like Crossy Road where you can scroll left and right through the different skins and then you the one on the center of your screen is the one that is selected. EDIT: Honestly this might look really good if I just rotate the objects once selected, doesn't even need to scroll.
Hello! I know its been 2 years after this video, but it really helpful through now! Only one thing is optimisation, now in URP it's called "camera stacking" but problem is, each new camera, even if its rendering "nothing", cost unacceptable minimum 2ms on mobile, sometimes even more! I read forums on this bug, it definitely bug, many people check it up, in comparison built-in and URP. So do you know a different way to implement same feature? I appreciate you for help!🤗
Thanks. i need different solution: my 3d object must come to UI and then must to go back to the 3d place. My bad solution: i made empty objects which aligned to UI object's view position. When needed im bringing 3d object to empty and then bringing back. (Because, Camera not moving so UI and 3d object can be seen at same view) But i have to change empty object's positions for different screen resolutions
Thanks for the tut!. What is the significance / need to add the cube to an empty parent object? Couldn’t you just have the cube itself and move / scale it instead?
If I want to create a whole 3d screne as UI would that approach be performant? basically want to a box with 3d objects and every 3d object is a clickable ui element
Helpful? *Let me know* so I can continue making useful content!
In Unity 2021 and with URP things are working a bit differently, but it helped me. Would love to watch more content of you :)
@@BplusGames Tell me, please, what different will be in URP case?
Very useful, thank you very much
@@artinstroukeprod not sure if you still need this but these instructions helped me for urp:
1.) In URP when you set your 2nd camera to Overlay you can use the Unity Layers as a culling option. Just put what you want to render on it's own layer and select that layer as the culling layer.
2.) Then add the overlay camera to the stack of the main camera, and remove the audio listener from the overlay camera.
That is it.
The overlay camera will now render anything it sees as a overlay, over the existing view. Just place your map here.
Yes please more content
For those who can't do it on URP, Unity has a tutorial called "Camera Stacking in Unity with URP! (Tutorial)" But still tutorial video thank you so much!
Thanks for the advice. Pinned.
Thanks! It's Helped!
Thanks!!!!! Worked for me!
Hope it works with HDRP, thank you for the advise :)
Dude you are a wonderful human being, thanks
Thank you, that worked wonderfully. Don't forget to stack your cameras by changing the Depth setting in output tab from 0 to 1 on your canvas camera
Glad it worked for you :) Happy coding
thanks so much
THANK YOU SO MUCH
Perfect, solved my multiple cameras issue :)
In case someone else watched this video, read the comments or other forum posts on the unity website, and is now thinking this doesn't work in HDRP, then proceeds to spend hours trying to use the compositor tool for HDRP. Don't waste your time, the above workflow works perfectly fine in HDRP. Thanks for the clear and quick tutorial.
Pinned. Thank you
Great thank you !
Not sure if he points this out since I skimmed a bit but it's important to keep in mind that the mesh will not adjust scale properly according to screen size on the default Canvas setting. In the Canvas Scalar component on the Canvas, switch Constant Pixel Size to *Scale With Screen Size*
Thank you! If anyone had troubles with object clipping when moving the 3d object forward,
Change the Canvas Camera Object > Clipping Planes > Change the Near value
I like that you go straight to the point, no fluff.
Straight to the point, slow enough to follow and fast enought to not take ages, i think i found the best unity dev youtube channel!
the type of content my adhd needs, learning unity in small steps is so hard because every part of the way there are details not to be forgotten about, learning something advanced like your tutorials allows us to be familiar with the workflow in order to get used to the notions like your very wise use of pre-created layers(UI Layer)
This was a really clear tutorial, well spoken and easy to follow. Thank you for taking the time to do this!
Amazing! I'd been trying all sorts of things and read / watched some other tutorials but they weren't really what I wanted. This is exactly it, setting the second camera was the big breakthrough that I'd just not even considered (I'm very new). Worked a treat.
Please keep doing this kind of content, its kind of underrated the well explained and on point this mini tutorial was.
Thankst it's saves my life. You're doing well
I was just thinking how to put 3d objects (in case of my game: Cards) into "hand" and your video just popped up. It gave me great idea on solution to my problem. Thanks!
This should be the golden standard for how to create tutorials!
Great info! I wish I would have known about this last year when I accomplished something similar using a lot of hacky and inefficient render textures.
Insanely good tutorial, straight to the point, clear, thanks man
I wish I'd seen this earlier -- that would have good to know before getting an asset for basically photoing game object to make make pics for the UI.
Love it. Straight to the point solved my problem 😊
Tutorial is so good I came back to figure out what I did wrong on a new game lol.
I just stumbled across your channel trying to learn something for VR and holy crap man! Your tutorials are so good!
I genuinely think you should be the next Brackeys
Couldn't see it in the game view until I messed with the Near Clipping Plane, so try setting the Clipping Plane: Near of the Canvas Camera to a negative value (-100 worked for me)
This was exactly what I was looking for! I thought I would have to create a dozen of render textures, but this method is much better😂! Thank you!
This is great, I like it. Short and punchy.
Awesome! Just what I was looking for, going to use this to make a weapon customization screen that displays and allows the player to rotate the weapon while customizing it :)
i was skeptical u were about to use rendertextures but this worked out way better, thanks
very useful and directo to the point, thank you very much
you are the best !
thank you very much sir
So proffesional. Just straight to the point and simple!
Oh!! it was so easy!!! I was like all right im gonna make a render and save it as a PNG and then use it as an image. But this is more convinient :) Thank you !!!
Second time in a day 😂
So ironic😊
This is yet another thing that i was trying to do on my splash screen UI/Canvas.
Thank you again.
Thanks mate, helped a lot!
I learned so many things, thank you Tarodev
Thank you, I was looking for this exactly! How do you not have more views?
So glad I could help you out! And for views... very rare and elusive it seems :P
Great! Thank you very much! You save my game :) I was looking it year ago, but only now see so easy and effective totorial. Will use it :)
thank you!
i needed this for a shop system :D
Thanks a lot!
THIS IS AWESOME, THANK YOU
Hey mate - clear, concise and very helpful. I am instantly a subscriber
directly to the point, thank you
This helped a lot
Brilliant. Thanks mate
This is great, was trying to do this for so long, thanks!
"Meow" at 0:49
btw, thanks helped me a lllllot.
Thank you, you saved me.
This is great! An important mistake not to do that I did initially, don't make your canvas camera a child of the canvas, otherwise your UI elements buttons text etc won't appear.
thank you soo much you are a life saver
Thanks for the tutorial!
Good luck! :)
Super helpful! Thank you kindly!
This so useful content. i'm really appreciate that
Thank you!
Good stuff, exactly what I needed. Thanks!
Neat little trick. Thanks.
Amazing, thanks
Oh nice nice very interesting thank you
Great stuff! Thank you!
Cool! Clear and fast!
Got my like. thank you
just what I needed. Now lets implement this :D
oupsz, I don't have clear flags...
Tip: if you make further tutorials, maybe you should change to some newer Unity version - you are using 2019
It was a good source.
Amazing on point
This man alwasy solve my problem. Thankss a lot...
If you're seeing the UI in the editor but not in game, change the Depth in the Camera settings so it's not 0 (1 or more).
thanks!
thank you sir
damn, exactly what i was looking for
great video!
I was wondering about this 2 days ago, when I was developing a settings menu. I was wondering how I could render a 3d object on the UI to show the effects of changing settings, and there it is, how I can do that.
Thanks :D
Thankii ♥
Saving lives!
Brilliant
Good idea
Thank you dude!
This worked really well for me. But how do you get around the 2 Audio Listener errors?
Click your second camera and remove the listener component :)
Just in case anyone else gets stuck on this like I did:
Don't forget to set your canvas to the UI layer as well, otherwise it won't be visible to the canvas camera.
Liked and subscribed bro!
Appreciate it my guy
It doesn't work for me, the 3D object appear but not the canvas, i really dont know what to do
thnx
Would be interested in knowing how you created that orb 🙏
thanks you
Thank you for the tutorial, I've successfully made a button with 3D object on it. Is there any way to mask it when it was scrolled out from a scroll view?
Do you find a solution for this? I have this problem too.
@@hamedbabamohamadi9017 Yes, I create a render texture and use a raw image to hold it, and another camera to target the render texture.
Hope it helps
Ohh , Man
U r Great
Thank you for your video, you're amazing!!!
❤
Amazing stuff. I had a problem: all the 3D objects were black because I have black ambient color to make the world darker. However this was an easy fix with a directional light that is only used by the UI stuff.
I usually render it to a render target texture and use that in my ui
thank you. subs. 👍
Thanks for the sub!
gracias ´me sirvio demasiado
This is awesome! Exactly what I was looking for.
What steps would it take after this to create a scrolling effect. I am trying to set up my games store like this. Essentially like Crossy Road where you can scroll left and right through the different skins and then you the one on the center of your screen is the one that is selected.
EDIT: Honestly this might look really good if I just rotate the objects once selected, doesn't even need to scroll.
supercool! thx
PERFECT
nice!!!
Hello, how am I able to place text on top of the 3d object, as if I try this, the 3d model still appears first
Hello! I know its been 2 years after this video, but it really helpful through now! Only one thing is optimisation, now in URP it's called "camera stacking" but problem is, each new camera, even if its rendering "nothing", cost unacceptable minimum 2ms on mobile, sometimes even more! I read forums on this bug, it definitely bug, many people check it up, in comparison built-in and URP. So do you know a different way to implement same feature? I appreciate you for help!🤗
Thanks. i need different solution: my 3d object must come to UI and then must to go back to the 3d place. My bad solution: i made empty objects which aligned to UI object's view position. When needed im bringing 3d object to empty and then bringing back. (Because, Camera not moving so UI and 3d object can be seen at same view) But i have to change empty object's positions for different screen resolutions
the only thing i feel missed is how the UI camera knows to show as well as the main camera
Thanks for the tut!. What is the significance / need to add the cube to an empty parent object? Couldn’t you just have the cube itself and move / scale it instead?
Very good content)))
I need a 3d prefabricated coin moving towards the score text on the canvas. Can you do this please?
How to create this beautifull Sphere?
Update (URP) Unity 2022.3: UI Camera -> Render Type: Overlay. In MainCamera -> Stack -> Cameras: UI Camera
If I want to create a whole 3d screne as UI would that approach be performant? basically want to a box with 3d objects and every 3d object is a clickable ui element