HI! I was wondering if any of the Masks components will be “ported” to NeedleEngine. I’m working in a very simple effect where I want to mask all children of a specific object (all inside canvas) and I’m not sure where to start since apparently there’s no implementation in the Engine right now.
Thanks for the reply, but I’m not sure if it will work for my use case. The idea behind of it was to animate some of the UI Elements via Timeline inside of Unity, plus I don’t quite understand how would I fetch a group of canvas elements while retaining the animations. The idea was to have a grid of textures, each of them would have a particular animation that I want to control from a TimeLine per each “container”.
I’ll attach a sketch that illustrates the thing:
I’ll try it, but last time I opened it was on a project with the standard render pipeline and I couldn’t make it work. Is it specific for URP? or am i missing something?
I figured it out!
Also just for curiosity: I checked that in the sample, you guys where combining ui (canvas) and regular meshes. Is it really hard to use the same logic, but for canvas elements by replacing the material for a custom unlit shadergraph?
I tried to do that but at first it doesn’t seem to work. :classyblobthink: