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How to get UI elements on card not to shine through?
I'm making a mini game where you are supposed to figure out card patterns. I'm using two quads with opposite facing normals for the front and back surfaces of the cards, and then UI text objects for the values and suits of the cards. They are all parented to a world canvas and are using an ortographic camera.
Hierarchy of the card:
CardPrefab (Empty)
-CardFront
-Value
-ValueFlipped
-CardBack
The UI text is placed slightly in front of the card to prevent that it's visible from the backside, however this does not seem to be working. Moving the cardback around in the internal hierarchy doesn't do anything either. Whats the problem?
could you not mess with the z axis on position for each method so that it's in the correct way so if the cardback is supposed to show then make it so its close example would be cardback z 0, then value flipped z 1 value z 2 etc
I guess he cannot do that because there is some animation involved when flipping the card?
But even so @RkSlither gave you good direction about messing with the Z axis, if you do have some animations playing be sure to play them after you set the right Z values
Thanks for the ideas but that's not solving anything :( It should! But it's not :/ I've narrowed it down to the text not being blocked by 3D objects, only other gui, because if I drag them in the z axis behind the background, they disappear.
Answer by MixPix · Feb 18, 2016 at 08:43 AM
So I made a workaround where I used 3D Text Mesh-objects instead of UI Text. I suppose it works as good!
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