Home Game Development unity – Screen cut up in numerous areas, every with a special scene

unity – Screen cut up in numerous areas, every with a special scene

0
unity – Screen cut up in numerous areas, every with a special scene

[ad_1]

This is straightforward to realize with viewports.

Inside the Inspector settings on the Camera element, you will discover a part labelled “Viewport Rect” that defines the rectangle on display screen that this digital camera ought to render to.

The default worth is {x: 0, y: 0, w: 1, h: 1} which suggests “begin within the bottom-left nook (0, 0) and occupy 100% of the width and top”. Changing these 1s to 0.25 would make the digital camera render to only one quarter of the display screen, and altering the 0s would transfer the place that quarter-screen pane sits throughout the wider display screen (or window).

So: give every “scene” you need to render its personal digital camera, with completely different viewport rectangles every. That will get your cut up display screen rendering taken care of.

You can writer every of those 4 panes in a separate scene file in the event you like, and while you begin the sport, load all 4 scenes collectively utilizing LoadSceneMode.Additive to stack the scenes up within the present state, reasonably than unloading the earlier scene earlier than loading the following.

This overlaps all scenes in a single world coordinate house, so you will need to writer them so they do not intervene with one another. I’d suggest putting them in distinct areas of the world coordinate system (not too removed from the origin), in order that while you work with them within the scene view whereas testing you’ll be able to see and choose content material from each with out confusion. You can even use Layers to filter content material, so cameras in a single scene do not see content material loaded from one other, and so physics objects in a single do not intervene with one other (utilizing the Layer Collision Matrix).

You can talk between these scenes with a static supervisor script. Or you’ll be able to writer a few of them that have to be tightly linked (just like the 3D scene and its 2D map) in a single scene file to make it simple to wire up references between them (although you’ll be able to nonetheless save every model of the setting as its personal prefab in the event you additionally like working with them as separate recordsdata at different occasions).

You may even make this with a single copy of the 3D setting rendered from two views by two cameras, utilizing layer and shader tips to make the 2D map digital camera render it the best way you need with no need to writer a complete second copy of the house. This can prevent from bugs that come up while you change one thing in a single model of the scene and neglect to make precisely the identical change in its counterpart.

Or, one other method you’ll be able to assault this, since all of your different “scenes” are 2D, is to make use of the UI system. You can render your 3D scene to 1 nook with a viewport as defined above, then put your different 4 views right into a UI Canvas set to Screenspace Overlay mode, so it attracts over the entire display screen in any case cameras have rendered.

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here