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Cursor covered by the GUI

edited August 2024 in Technical Q&A

Hello,

I am looking for a workaround regarding an issue that I am having with the Cursor being displayed below the interface.

I know that surely it depends by the fact that I'm using the Menu setting Source from the AC, otherwise _using the Unity Ui Prefab Source this issue is not showing up but it wont be possible to use the custom font that I need. _

My custom font for the project is not a TextMeshPro and does not have distance field, and seems to me that with Unity Ui Prefab is not possible to swap the fonts if they are not TextMeshPro fonts with distance field.

Additionally I tried to use the GUI Depth but if I set it to -100 or 100 nothing changes.

I hope that I am missing something and there is a fix somewhere that I am not seeing at the moment.

Thanks again for the great support and the amazing AC
Best Regards,
Flavio

Comments

  • What's your Cursor rendering mode?

    The main rule to be aware of is that Unity UI canvases cannot be drawn atop AC menus - so if you use AC menus, you'll need to use either Software or Hardware cursor rendering.

    I'm not clear on your issue with your font, however. The use of TextMesh Pro is optional - is the font not able to be displayed in regular Text components?

  • My cursor rendering mode is Unity UI atm. - just tested out the Software/Hardware rendering and works well! - **Thanks for this insight! **

    About the font: when I try to swap the default font assigned to the Unity Ui Prefabs does not take it. I assumed depending of the fact that is not recognized as a TextMeshPro font.

    Thanks again!
    Flavio

  • What component are you assigning it to, though? If your existing UI prefab has a TextMesh Pro U GUI component, you can remove it and attach Unity's own Text component, which may accept the font.

  • This is another awesome thing for me to know! Thanks for the support!

    (not sure I've got your question but I basically tried to insert the normal font into the field of textMeshPro front field present in the inspector from the UI prefab) - if this makes any sense.

    But this "issue" and your quick and detailed support gave me the chance to understand better the Cursor functions that I was completely missing out! - I was looking for the right time to dive into it.

    I actually solved the problem switching to cursor rendering "software". And I am really happy. So the font stuff now is not an issue anymore.

    I had a list of technical things, all over the project, to solve and this one was the last one for me. (Hopefully) I don't see anything else unclear or blocking.

    Thanks again for the AC, it's unlocking my potential for creating an interactive story well beyond my dreams.

    Has been less than a month now and I am about 2/3 of the game made.

    Best,
    Flavio

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