As you can see from the images in the editor they are clearly separate with one being in front of the other. however in the game they overlap and you can see both.
If you don’t want the other one to be visible, why don’t you disable it until you do want it to be visible? I think PlayCanvas just does that as the screens are not 3D objects so they blend together. Other than that I don’t have an answer for you…
Wait so help me understand here. You want them both to be visible, but you also don’t want them to be visible for some reason? What are you trying to do here?
Ok I understand what you mean now. Yes, I’m afraid that I don’t know the answer to this… Perhaps someone from PlayCanvas will pipe up and explain what’s going on here.
Try swapping the order of the screens in the hierarchy. A question that has popped into my head tis whether it will render above a 3D above that is in front of the screen as well
I’m guessing this isn’t desirable behaviour for you and to be honest, I’m not sure how you can change this behaviour to be based on distance from the camera.
So i have found that if you use a sprite this issue goes away and regardless of the hierarchy it will render correctly. Only issue would be that text is still reliant on the hierarchy
This seems like such a weird thing. Is this meant to be how world screens behave?
While i wait for a response from @vaios i was wondering whether or not it was possible to create a sprite from a text element? since sprites seem to have depth
Is that the only view you will have for the UI (ie the camera is not going to move?). If so, you might be better off using screen space and resizing the elements as they move around the carousel and moving the panel that is in front to the top of the hierarchy.
From your other thread, I tried using materials instead and putting a material on them with the images being on the World layer instead of the UI layer and it gives you behaviour you originally wanted.