If you use URP and you need a transparent background i think this wont work and the official Unity Thread about the fix is over 5 years old without a Solution. The most easy way is to make a screenshot and remove the background. You cant chage the rotation with this solution but if you just want the model as a picture this works.
Oh my gosh! This is a really great video! Whenever I would try to put 3D GameObjects as UIs, I would do so with two different Canvases, and then also playing around with the Camera settings. Then I would have to fumble with the layers and layerMasks. And THEN I would have to increase the size of the 3D GameObjects exponentially. This looks so much easier and seems like it would be less performance intensive.
Great tutorial, thanks a lot, I manage to place different animations in my 3D UI (a face of my character that changes according to whats happening in game)
Good video but work on keeping your volume consistent throughout the video. You go from alright volume to really loud and booming then to super quiet that it's hard to hear.
Really appreciate the comment! Coming off a few weeks of being unwell and Im pretty sure now I skipped the normalisation process. Thanks for watching and never hesitate to call it out if I drop the ball on stuff like that.
If your UI/Canvas is in Overlay mode it will be drawn at the end of the frame and always over the particles. Unity have a github project that brings particles into UGUI and sorts this out for you: github.com/mob-sakai/ParticleEffectForUGUI
Render texture is redundant in this case. You may just put 3d object in ui on ui layer and upscale it to be visible. Render texture is more of tv/monitor ingame imitation.
Scaled up objects can work, but a canvas is not intended to display 3d objects. Large objects can have floating point issues, they can intersect and overlap through UI elements or have shadowing issues. There's always more than one way to skin a cat. :) This is absolutely an intended use for render textures, it's why they support transparency.
@@GameDevBits 1. Agreed. 2. More than one skin? Instantiate prefab. Usage of render texture increase draw calls. For PC it pretty much ok, but for mobile no.
what if i wanted to display a full inventory, with say 24 items displaying. would you create a camera for each item? or is there a way to make some sort of map?
For a bunch of items like that, I'd question if they need to be 3d. You could render them in advance and create icons. I have a free Unity tool here to do that: timps.itch.io/timpsshot
You can change the resolution on your render texture to increase the quality. Just keep in mind the cost. Default res is 256x256 which might only be suitable for a very small item on screen.
In 2023 Beta Unity Editor you can find the Target Texture of the camera under the Output section in the Inspector, and called "Output Texture"
If you use URP and you need a transparent background i think this wont work and the official Unity Thread about the fix is over 5 years old without a Solution. The most easy way is to make a screenshot and remove the background. You cant chage the rotation with this solution but if you just want the model as a picture this works.
Oh my gosh! This is a really great video! Whenever I would try to put 3D GameObjects as UIs, I would do so with two different Canvases, and then also playing around with the Camera settings. Then I would have to fumble with the layers and layerMasks. And THEN I would have to increase the size of the 3D GameObjects exponentially.
This looks so much easier and seems like it would be less performance intensive.
Glad you liked it!
Helped with an issue I was having, thank you
Great tutorial, thanks a lot, I manage to place different animations in my 3D UI (a face of my character that changes according to whats happening in game)
Phenomenal! You're going old school like Doom with the face!
Thanks man , we are looking for great tutorials like that in the future , Big thanks from Syria
Amazing, thanks a lot! Was able to fix a bug in my own setup using your tutorial. Never stop making great videos.
Great to hear!
Life Saver! This worked perfectly
Outstanding!
I love the video! Excellent tips and amazing results. You have a new subscriber. Keep up the good work!
Awesome! Thank you!
Thanks, really good tutorial!
Simple and direct to the point. Thank you
Good video but work on keeping your volume consistent throughout the video. You go from alright volume to really loud and booming then to super quiet that it's hard to hear.
Really appreciate the comment!
Coming off a few weeks of being unwell and Im pretty sure now I skipped the normalisation process.
Thanks for watching and never hesitate to call it out if I drop the ball on stuff like that.
yeah that scared the shit out of me lmao
Thank you so much for this tutorial. It helped me a lot
Im so glad it helped!
Nice one! Thank you!!
Great video! Saved me ton of time! :)
That's what I love to hear!
I was trying to render a tilemap on the UGUI an it just solved my problem! Thanks for your excellent work~
I’m struggling to figure out particle render queue which is making a model appear over particles
If your UI/Canvas is in Overlay mode it will be drawn at the end of the frame and always over the particles.
Unity have a github project that brings particles into UGUI and sorts this out for you: github.com/mob-sakai/ParticleEffectForUGUI
Render texture is redundant in this case.
You may just put 3d object in ui on ui layer and upscale it to be visible.
Render texture is more of tv/monitor ingame imitation.
Scaled up objects can work, but a canvas is not intended to display 3d objects. Large objects can have floating point issues, they can intersect and overlap through UI elements or have shadowing issues.
There's always more than one way to skin a cat. :)
This is absolutely an intended use for render textures, it's why they support transparency.
@@GameDevBits
1. Agreed.
2. More than one skin? Instantiate prefab.
Usage of render texture increase draw calls.
For PC it pretty much ok, but for mobile no.
Thank you so much!
☺
what if i wanted to display a full inventory, with say 24 items displaying. would you create a camera for each item? or is there a way to make some sort of map?
For a bunch of items like that, I'd question if they need to be 3d. You could render them in advance and create icons.
I have a free Unity tool here to do that: timps.itch.io/timpsshot
works well. any way to up the quality of the camera tho? very pixaly on the edges
You can change the resolution on your render texture to increase the quality. Just keep in mind the cost. Default res is 256x256 which might only be suitable for a very small item on screen.
Excellent tips Keep it up man!
On my project when android build that not show
absolutely amazing!
Great tutorial thank you!
Wow thats amazing thank u
You’re welcome 😊
You are my lifesaver Thanks!
THANK YOU!
so cool!!!
Nice
i saw someone doing that for the whole scene
Could be done for things like split screens or faking some kind of full screen post processing?
thank you
thankoo
thanks bro nice job, I subscribed to your channel
thanks a bunch for this
Thanks a lot!