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Fixed
Votes
43
Found in
4.6.0b17
Issue ID
636209
Regression
Yes
UI: Nested masks behave incorrectly
To reproduce this bug:
1. Open the attached project
2. Open 'MaskingBug' scene
3. It has 3 images with Masks as children of one another and text as a last child
4. Observe the scene
5. The text cannot be seen on b19
6. Open the same scene with b18
7. Notice that text can now be seen in the scene
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theiss
Feb 27, 2015 21:45
still waiting. i've got 8 active tickets waiting to be resolved against this bug (and the reversions of workarounds where we could do them back to proper mask stacks). pleeaaaase. i neeeedsss the preciousss!
Pelican_7
Feb 18, 2015 16:40
This appears to still be an issue in Unity 5.0.0f1.
theiss
Feb 17, 2015 15:02
WOOOOOOOOOHOOOOOOOOOOO!!!!!
Thanks guys!
Tim-C
Feb 17, 2015 06:32
Hi, We tracked this down. Fix coming in a patch release soon. :)
Hannibalov
Feb 16, 2015 16:49
Seems this bug is still present in 4.6.2p1
theiss
Jan 08, 2015 19:41
Related: http://forum.unity3d.com/threads/ui-mask-masking-layer-limit.283181/ - case 654689
Jyrroe
Dec 05, 2014 19:13
It's frustrating to know that this worked in an older beta version. After some testing, we found out how strange masking is. A single mask in a scene writes 1 to the stencil buffer, which makes sense. A nested second mask then writes 3 to the stencil buffer, which is strange. And finally a 3rd level of nested masks writes 11 into the stencil buffer.
Any UI.Text or UI.Image components under this 3rd mask will not render, as this issue states, and we're failing to see a pattern in the masks writing 1, 3, and 11 respectively to the stencil buffer. An extra test also indicated that a 4th mask as a child of the 3rd doesn't write anything to the stencil buffer at all (it remains at 11). We really would really appreciate getting this fixed, as we use nested masks in several places in our game menu.