#FAQ
Frequently asked questions about Interface Director for Game Creator 2.
#What is the difference between Layer and Presentation Space?
- Layer governs logical priority, navigation stacks, UI Mode activation, and blocking rules (
HUD,Menu,Overlay,Modal,System,Debug). - Presentation Space controls physical rendering placement (
ScreenSpaceOverlay,ScreenSpaceCamera,WorldSpace,WorldAnchored).
An interface can be on the Menu layer while being rendered in 3D WorldSpace!
#Should I choose uGUI or UI Toolkit?
Both backends are fully supported!
- Choose uGUI if you have existing Game Creator UI prefabs, complex canvas shader effects, or third-party uGUI assets.
- Choose UI Toolkit if you prefer modern CSS/USS responsive styling, faster UI re-skinning, and zero canvas-rebuild overhead.
#How does Return navigation work with Game Creator Input?
Return does not listen to hardcoded keys. You trigger the Return Interface Instruction from whatever input system your project uses (Game Creator Input, Unity New Input System Actions, or UI Button on-click events).
#Can I have multiple instances of the same interface open?
Yes! Set Instance Policy to Multiple on the Interface Asset. When opening instances, supply an Instance Key (IdString) to address and close specific instances individually.
#How do Off-Screen Indicators work?
When using WorldAnchored presentation space, enable Off-Screen Indicator on the View. If the 3D target leaves the camera viewport, the indicator clamps to the screen border and points toward the off-screen object using RotateInPlace or orbiting Radial modes.