Hi - I wanted to create world widget that is displayed on top of all game objects. I have duplicated widget 3d pass through and disabled depth test on that object. It mostly works but I have some other objects that has transparent material and the widget is displayed behind them.
Yeah, how are you doing it? Because that should not be happening…
Any chance you could share the (blue) material setup? I sense it’s more than transparent?
Also, widget components are not that great with transparency - are you, somehow, making the modified widget material do something unorthodox regarding transparency?
For what you, very clearly, show to happen under regular circumstances, the widget itself would need to be transparent. Seeing how even the buttons are affected…
is any widget elements’ alpha set to something other than 1?
do you, perhaps, pull the widget through a retainer?
Almost certain that’s not the case since the rest of the scene behaves. So… what’s is unorthodox here?
Seems like a useful effect, even though it’s undesired here.
Unrelated...
…but I’d also like to take advantage of this opportunity and express how disappointed I am with world space widget components (not) handling motion blur by default.