Probably the case is that all of your game objects are spawned in your current world and current render camera is moved far away from (0:0)
Probably you should to position your GO’s on your current camera position (you can add the root GO to make it easy). Or use other tags for this game objects to render it on screen, not depended on current camera projection
You see the GUI always, since it rendered in screen coordinates
I genuinely thought that everything inside a popup was like… “part of the popup” and treated as such (but it’s stupid since there is no link between the gui and the rest of the collection)
I did what you suggested but there are 2 (expected) issues:
1/ The footer menu remains above the tilemap/buttons => well… in this case, I suppose I could make the footer menu move outside the screen (when I trigger the map popup). Not exactly what I wanted, but better than nothing!
2/ The tilemap doesn’t follow the popup transition animation (which is pretty logical since there is zero link between both at this point)
So I made the tilemap follow the popup root (instead of the camera), thinking that it would follow the transition as well… but same result.
It looks like in Monarch, the popup is considered “already positioned” when the “in” transition starts or really disappears when the “out” transition ends. So this transition seems purely cosmetic.
@britzl Is there a way to know the popup coordinates during the Monarch transitions?
Thanks for your answer!
But to be honest, I don’t know how to do it (never dealt with materials, except when using already existing stuff for very specific purposes). Is there an example somewhere that could help me?
Anyway, in the short term I set the transition anim duration to 0 (so it’s instant => problem “solved”) and everything except the tilemap will be made in gui.
But just to be sure: there is no way to know the popup position during the transition? (in Monarch)
If not, I’ll have to learn how to apply the solution mentioned above OR maybe I’ll just have to create the popup transition myself (if I really really want an animated transition for THIS popup ) So I should be able to easily know the popup position and force the tilemap to follow it. I’ll see