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Overlapping Unity Players w/ Transparency
Bear with me, I am new to Unity. I'm wondering if it's possible to have two different instances of the Unity player each running their own animation and have them overlap with the top one having a transparent background.
I worked up a rough mock image of what I'm talking about. Here foo.unity3d
is one animation playing and bar.unity3d
is a snow animation playing on top where the non-flake areas are transparent. It appears as if the snow is falling on the foo.unity3d animation but because they're separate instances of the player, I can drag the snow window around.
That would be cool, but why would you do that rather than building everything into one unity build? (Not criticizing you for trying, just wondering what the use case is ...)
I knew someone would ask haha, it's a totally valid question. The benefit to this decoupled approach is that foo
and bar
can now be updated and released independent of each other. Also using this example, say I wanted 5 different variants of bar.unity3d
(rain, snow, hail, etc.). Now I don't have to put all of that into foo.unity3d
.
This is all to get around unity's inability to bundle c# script code into asset bundles. Otherwise I could have foo
come up and load remotely whichever bar
asset bundle I wanted and run the associated scripts for that scene. I understand from Unity's point of view that this is a security measure.
I should just note (for more context) incase you think that this is a weird thing to achieve, I am one of the few evaluating Unity for non-ga$$anonymous$$g applications.
Answer by Berenger · Feb 03, 2012 at 06:36 AM
I don't think that's possible. But you can probably work it around in one scene and two camera, controlling the snow camera position (the position of the component camera, not the transform) with your mouse.
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