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How to have URP Post Processing elements show up on the Title UI when it spawns?

Hi! I'm currently setting up the main menu for my game. I was wondering how I could make it so that the URP post-processing I have shows up on the menu, and also how to prevent the post-processing from pausing when AC pauses the game for the menu. (This is using the TitleUI prefab.)

Comments

  • I believe having post-processing affect a UI is a case of setting the Canvas prefab's Render Mode to Screen Space - Camera.

    If you want to prevent the Title menu from pausing the game when it turns on, uncheck Pause game? in its properties in the Menu Manager.

  • Thank you so far! Unpausing works! For the screen space mode though, wouldn't the camera rendering the effect have to be added? How would that work when the title UI is only loaded when the scene starts?
  • If AC detects that a Menu's Canvas uses Screen Space - Camera, it'll assign the MainCamera to it at runtime.

  • I see, okay! For unpausing the game, how do I make it so the menu button and the inventory bar at the top do not show up when the game is unpaused? (So it's just the menu)

  • Adding on, for the other parts of the menu that the Title menu calls, should I make duplicates that are title-specific, so I can also have them not pause the game and be affected by the post-processing?

  • how do I make it so the menu button and the inventory bar at the top do not show up when the game is unpaused?

    You can lock a Menu to prevent it from turning on when its "Appear type" condition is met. This can be done with the Menu: Change state Action.

    for the other parts of the menu that the Title menu calls, should I make duplicates that are title-specific, so I can also have them not pause the game and be affected by the post-processing?

    I'm not aware of a strict need for the game to be unpaused for post-processing to affect the Menu, but if you want the Options/Load etc menus to be unpaused you can either yes, create duplicates, or use a single set and alter the Pauses game? option dynamically through script when the scene begins.

    If you right-click the label a Manager field, you'll get an API reference to it that you can copy/paste into a C# script file. For example, pasting this into a script's Start function will cause the Options Menu to no longer pause the game:

    AC.PlayerMenus.GetMenuWithName("Options").pauseWhenEnabled = false;
    
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