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Best way to author/handle multiple UI screens in one scene?

Discussion in 'UGUI & TextMesh Pro' started by sitnduck, Sep 11, 2021.

  1. sitnduck

    sitnduck

    Joined:
    Jun 29, 2016
    Posts:
    15
    Hi! A bit of a noob question here, but it's good to ask early in the workflow:

    What's the best way to create/author/handle multiple screens (e.g. main menu, options menu, campaign menu etc. these are not the actual screens but just to illustrate the point) within the same scene? (separate scenes are NOT an option in this case)

    It looks like having 1 canvas per screen would do the trick, with an animator changing the 2D rect to handle transitions. (?) The questions would be:

    1. Is that the method most standard? Are there better ways to handle hiding/transitioning screens? I'm assuming just disabling a canvas would be a quick way to handle transitions if we don't need animated transitions?

    2. For authoring, how can one get around overlapping screens if they are just different canvases on top of each other? Do you just disable all of them and enable the one you want to edit currently?

    Just making sure we are not missing anything obvious. :) Thank you for your thoughts!