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Why use different Canvas Render Modes
I'm wondering why someone would prefer Screen Space - Overlay over Screen Space Camera, or visa versa. I am developing a 2D game.
I think I understand their technical differences, e.g. that their coordinate systems are different, and that Screen Space - Camera benefits from post processing effects where as Screen Space - Overlay doesn't. Here are some pointed questions:
Assuming I have multiple canvases in my scene. Is it a bad practice to mix Screen Overlay and Screen Camera canvases? It may be that I want post processing on some elements but not others (though I suppose I could deal with this with layer masking). It seems it might be a bit of a maintenance issue. In other words -- should I stick to one type or another for the whole project or is it common for people to use both types?
Does one handle multiple resolutions better than another? It seems like there's a lot of things I can do with Screen Camera that I can't with Screen Overlay. What are the common pitfalls of using Screen Space Camera?
Why would someone typically prefer one over the other (aside from my use case of post processing effects?).
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