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Best way to handle multiple screens

Discussion in 'UGUI & TextMesh Pro' started by Robs, Sep 3, 2014.

  1. Robs

    Robs

    Joined:
    Jan 12, 2014
    Posts:
    5
    Hello all,

    I have been using the new UI system in 4.6 to create menus for my game. Right now I am creating multiple screens in the same canvas and grouping them into empty GameObjects which I can then enable/disable when I want. It seems to be working well but I wanted to know if this was the correct way to do things, or if I should be using a new canvas for each new menu I want.
     
  2. jimvanmil

    jimvanmil

    Joined:
    Jun 20, 2011
    Posts:
    20
    I use one canvas and multiple panels. And this is working fine by me.
     
  3. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,038
    I can think of at least two correct ways. The multipanel way is one I prefer for simple cases :)

    The other one was multiple canvases, which I needed to make it possible to depth-sort panels when moving them around. It wasn't very clean, so I'm sticking to fixed panels for now!