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Question by BearShark1993 · May 02, 2014 at 10:33 PM · cameralayerscullinghudcamera-scrolling

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 alt text 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. alt text

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?

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avatar image FirePlantGames · May 02, 2014 at 10:50 PM 0
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do you have a GUILayer on your second camera?

avatar image BearShark1993 · May 03, 2014 at 06:04 PM 0
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yeah it does that matter though? All my cameras in my scene do.

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