- Edited
TLDR: I have buttons attached to a canvas layer. I want them to behave as if there is no canvas layer.
I know having a non-stationary canvas layer is the complete opposite of what a canvas layer is used for but right now I REALLY need my canvas layer to move out of view when player moves ( like when you walk to the left everything on the right gets farther away).
My game has several nodes/functions that rely on a canvas layer HUD ( including a day-night cycle). I have a scene loader and currently I load different room scenes behind my canvas layer HUD. Each scene has their own buttons!
//////////////////// /////// ////////////// My initial problem was, my canvas layer HUD made every button unclickable behind it ( that belong to each loaded in scene). I tried to figure out how to fix the canvas layer blockage issue and the only solution I found was inserting a canvas layer into each loaded in scene, and attach my scenes buttons to them. This would give ALL buttons and nodes an equal playing field since they would all be on the same canvas layer level (1). This fixed the problem... until now! //////////////////// ///////////////////
When my player moves, buttons I DO want to move DON'T move. That's obviously because they are on a canvas layer. Is there anyway to code the canvas layer to not move? I really don't want to abandon using a canvas layer because almost ALL of my UI relies on canvas layers. It would make me pretty sad to be honest.
P.s. The things I have tried to fix the canvas layer blocking my buttons (before just giving them their own entire canvas layer): messing around with mouse clicks ( stop, ignore,pass) Checked Z indexes ( everything looked normal).