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My HUD disappears when switching cameras.
So this is my first time working with multiple gameplay Cameras
Essentially in my example I scene I have 3 Cameras one thats an overview Camera, one thats an orbiting camera, and a HUD camera. In front of the HUD camera as a placeholder for testing was a cube with a layer assigned to "HUDQuad" the culling mask of the HUD camera was set to only HUDQuad.
The oribiting Camera and the Overhead Camera have a script in which when I press a button it toggles between the orbiting camera and the OverHead camera. What I hope to do later is to have different HUDS for these different Cameras. I set the Culling mask of the OverHead Camera to everything except the HUDQuad Layer. And I set the Culling mask of the orbiting Camera to everything.
From what I understand when learning about Layers I was hoping was the cube to appear when using the OverHead Camera, and the Cube to not be displayed when I switch to the Orbiting Camera.
However the problem I am Having is that when the game starts the overhead Camera is shown and it shows the cube as shown in the first photo when I switch to the orbiting Camera the cube isnt shown as I was thinking
however when I switch back to the overhead Camera the cube isnt showing.
Im essentially through script enabling and disabling the Camera when I press the button maybe it does something to the layers when I disable the Overhead Camera?
yeah it does that matter though? All my cameras in my scene do.
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