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Question by jsebast · Aug 13, 2020 at 01:41 PM · cameracanvasuser interface

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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