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@@ -26,11 +26,11 @@ Effects like scrolling are best achieved by manipulating the canvas transform pr
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efficient than moving the root canvas item (and hence the whole scene).
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efficient than moving the root canvas item (and hence the whole scene).
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Usually though, we don't want *everything* in the game or app to be subject to the canvas
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Usually though, we don't want *everything* in the game or app to be subject to the canvas
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-transform. Examples of this are:
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+transform. For example:
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- **Parallax Backgrounds**: Backgrounds that move slower than the rest
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- **Parallax Backgrounds**: Backgrounds that move slower than the rest
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of the stage.
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of the stage.
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-- **UI**: Think of a user interface (UI) or Heads-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world is changing.
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+- **UI**: Think of a user interface (UI) or head-up display (HUD) superimposed on our view of the game world. We want a life counter, score display and other elements to retain their screen positions even when our view of the game world changes.
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- **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
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- **Transitions**: We may want visual effects used for transitions (fades, blends) to remain at a fixed screen location.
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How can these problems be solved in a single scene tree?
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How can these problems be solved in a single scene tree?
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