Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by tbrewerart · Dec 09, 2013 at 07:16 PM · cameraguilayers

GUI to follow 3d instantiated object in other camera?

Hi Guys, having trouble getting a 2d math equation to show up in a secondary camera layer. The instantiated PowerUp object shows in the second layer, but the GUI, though a child object, appears in the camera.main. I'm using the same script to generate equations for the asteroid equations and the PowerUP equations, using a conditional to separate them out. Should I use and array of cameras for different GUI? Can I get a reference to a second camera on the fly like Camera.main ????? Not sure. Appreciate your brilliance and generosity.

 if(m_quientGT)
         {
             m_quientGT.transform.position = Camera.main.WorldToViewportPoint(transform.position+quientOffset);
 
             if (this.gameObject.tag == "PowerUp")
             {      
 
                 m_quientGT.transform.position = Camera.????????????.WorldToViewportPoint(transform.position+quientOffset);
             }
         }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by robertbu · Dec 09, 2013 at 07:26 PM

There are lots of ways to accomplish this goal. You don't say what language. I'll assume Javascript/Unityscript:

At the top of the file:

 private var secondCamera : Camera;

In Start():

    secondCamera = GameObject.Find("SecondCameraName").camera;

In your code above:

 m_quientGT.transform.position = scecondCamera.WorldToViewportPoint(transform.position+quientOffset);

As a bit less efficient alternate, give your camera a unique tag then you can do:

  m_quientGT.transform.position = GameObject.FindWithTag("SecondCameraTag").camera.WorldToViewportPoint(transform.position+quientOffset);
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tbrewerart · Dec 09, 2013 at 08:02 PM 0
Share

Thanks for your help! This solution works sufficiently well. I was worried that it might be too expensive because so many asteroids get spawned and so few power-ups relatively. The added conundrum is that a laser targets the power-up, but does so in "real world" positioning, so that if the main camera/player is in a bizarre position––while the power-up looks awesome in the scene--the laser shoots it somewhere else....I may simply have to animate to the main camera instantiating the object relative to its position. Thanks again!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rendering a camera in front of a gui element 3 Answers

Is there a way to change the order of the "Layers" Tab? 0 Answers

How to move GUI objects to separate Camera Layer - and why? 1 Answer

Stop rendering scene when GUI window is active. 2 Answers

Camera being disabled by any GUI button 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges