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Multiple UI canvas - priority bug

Discussion in 'UGUI & TextMesh Pro' started by B3aT, Aug 25, 2014.

  1. B3aT

    B3aT

    Joined:
    Feb 12, 2014
    Posts:
    16
    From what I could figure it out, the priority field of each Canvas is kind of a z-index.

    I have 2 similar canvas (screen overlay) (with different gameobjects parents).
    I disable one of them (with lower priority, that covers the other one == is closer to the screen) with gameObject.SetActive(false). -- it works fine

    After multiple actions (disabling 3-4 times) the canvas is actually behind the other canvas. The priority fields don't change (in Inspector).
    I tried with multiple priorities 1 & 5, 2 & 10 etc, but the bug is always occuring.
    I also tried to change the z position of the elements, has no effect.

    It is a known bug or I should upload a scene to show it ?

    Thanks.
     
    poshaughnessey likes this.
  2. phil-Unity

    phil-Unity

    Unity UI Lead Developer

    Joined:
    Nov 23, 2012
    Posts:
    1,226
    I'm not exactly following what you are doing to cause the issue. It does how ever sound like its a bug either way. Please report it