2D Toolkit Forum
2D Toolkit => Support => Topic started by: hromoydron on July 28, 2013, 03:37:30 pm
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Hello!
I need to use two cameras for UI.
But tk2UIManager can contain only one camera. And tk2UIManager can be only one.
What should I do?
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Is there any particular reason you NEED 2 cameras?
You're right, there can be only one UIManager - the system was designed that way to avoid having multiple managers - more things could go wrong that way.
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I have 2 monitors for my ui, where all the colliders are on 1 layer and in the camera view, the 2nd is just viually displaying the info at a further back Z. Innefficient I know, Easy to know where things are,,, to an extent
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It doesn't support it at the moment. If all the colliders are only in one camera, then you will only need to use that camera with the manager - basically, the UIManager needs to know which camera to fire the ray from, and the ray has to hit colliders there.
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I have static buttons and buttons on the map. Map is bigger than screen, so I can drag and drop it with buttons on it(I simply move camera).
So I use one camera for static buttons over the map and second camera for map and buttons on it.
That's why I need it.
But now I understand. Instead moving a camera. I can move a game object with map and button on it.
But I am afraid of productivity(performance). There are One big map , 20-30 buttons, and 20 small animated sprites.
I make a game for IOS. I am far away from productivity test, but I afraid of lags, if I will move all these objects.
What can you say?
Is moving all objects harder for system than moving a camera or no?
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30 objects isn't exactly a lot though. I suggest picking the easiest solution first, and optimize later if necessary. Moving objects is possibly a bit more expensive than the camera, if the object has children in the hierarchy, but I doubt you'd notice with 20-30 objects
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Ок.Thanks for the advice)