Timeline for Unity Menu navigation using keyboard/controller input?
Current License: CC BY-SA 4.0
12 events
| when toggle format | what | by | license | comment | |
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| Jun 16, 2019 at 0:48 | comment | added | DragonHeart000 | I updated the answer to show you some of how you would have a pointer update position when going through the options. | |
| Jun 16, 2019 at 0:45 | history | edited | DragonHeart000 | CC BY-SA 4.0 |
Added how to use an image to point to the option.
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| Jun 15, 2019 at 23:17 | comment | added | hatinacat2000 | *** They are flush vertically, and horizontally by column, but they are staggered among plain 'ol text as the submenus require; not all text is interactive. The top menu here has 2 columns in theory but I only needed a quit button in the first column to verify I could make a quit button. I DID NOT PROGRAM COLUMNS OR ANYTHING, JUST ALIGNED OBJECTS. Else this page would just have 1 column. | |
| Jun 15, 2019 at 23:12 | comment | added | hatinacat2000 | They are flush vertically, not horizontally (perhaps different pages will always have consistent columns for selectable buttons). I attached a new picture, please see above. (oh, and I didn't make the avatars, I just put those on there for fun. All other assets in this project are original though) | |
| Jun 15, 2019 at 23:05 | comment | added | DragonHeart000 | Are the options still flush with each other? If so you can just change the position by 32 every time. It would be easier if you had a picture of your game so I could see where the pointer goes. | |
| Jun 15, 2019 at 22:56 | comment | added | hatinacat2000 | Excuse me, I misspoke: All lines on which buttons/text sit are exactly 32 pixels apart (like a text document), but spacing and length of these buttons/text varies. I want to make sure my pointer icon "points" to the highlighted button. I have a project file with just the UI in it I can show you. | |
| Jun 15, 2019 at 22:53 | comment | added | DragonHeart000 |
So are you saying they are all at the same x but different y values? If so you can just have what I have above but where I do color changes instead change the y value of the Image to the y value of the text which you can get from option1.transform.position.y
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| Jun 15, 2019 at 19:51 | comment | added | hatinacat2000 | Thanks! this is very easy to follow. Do you think you could help me program a hand cursor to snap to the highlighted buttons? I already made the sprite and have a mockup menu I made earlier. All text/buttons are on the same "row" but have variable offset, as the original game seems to have. Could I share it with you? I have a link. | |
| Jun 15, 2019 at 19:43 | vote | accept | hatinacat2000 | ||
| Jun 14, 2019 at 0:51 | history | edited | DragonHeart000 | CC BY-SA 4.0 |
Added a summary of what you do.
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| Jun 14, 2019 at 0:35 | review | First posts | |||
| Jun 23, 2019 at 0:54 | |||||
| Jun 14, 2019 at 0:34 | history | answered | DragonHeart000 | CC BY-SA 4.0 |