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Question by Allchemyst · Sep 14, 2017 at 02:36 AM · cameracanvaslayersinterfaceculling

How to display a canvas through multiple cameras + use camera culling mask with UI?

Hello!

I'm currently in the process of building a customizable support program for Pen-and-Paper RPGs and tabletop Wargames.

The program comes with the option of running on a single "Game-Master" computer (that sees all the available world/character info), while projecting the current scene from a 2nd-Display onto a TV or a projector for the players' convenience (for old style, everyone-in-the-same-basement games).

The canvas must show elements which are sometimes supposed to be seen only by the Master, sometimes only by the players, and sometimes by both at once. Ex : Character flying nameplates are available for all, but the Game Master may choose to prevent players from seeing the health bars under them.

Currently, I'm hitting two major issues :

1) It seems impossible to use the Camera Culling Mask to hide specific UI elements. I have defined three specific layers : Shared, MasterOnly and PlayerOnly ; I have assigned those layers to the UI elements appropriately ; I have properly unchecked the layers each camera must ignore in their respective culling Mask dropdowns... And yet, the Master Camera stills shows all of the UI.

2) It also seems impossible to get two separate cameras to render the same canvas. No matter how hard I try, the "Player camera" simply will not display the same UI at all.

*Note, creating another canvas for the player camera and giving it its own "Mock UI" with only the meaningful items isin't an option, There would still be way too many duplicates. Also, using a world canvas is not an option either...

So... has anybody got a clue regarding how to deal with those? The first one almost looks like a furious engine bug to me, and the second one is just... baffling to my not-that-experienced mind...

Thanks for the eventual help!

,

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