Unity one slider linked to many objects1/23/2024 ![]() Vertical and Horizontal: Works like Automatic, but limits navigation to horizontal or vertical connections.Helpfully, there’s a “Visualize” button which overlays yellow arrows indicating these connectors.Īside from Automatic, the other Navigation options are: This is basically how controller navigation works: you’re building a large chain of objects, which can connect to up to 4 other objects. Unity uses each object’s position to determine which object will be selected when navigating up, down, left, or right. By default, this is set to Automatic, which again, does the right thing in most cases. Selectable objects like buttons have a “Navigation” property. If you’ve focused on mouse/touch interface when building your UI, good news: if it’s a grid-ish format, it probably works the way you’d expect. Unity UI navigation is pretty smart, and got me most of the way there. Importantly, the game’s intended to be played with a gamepad, so I didn’t want the presence or absence of mouse or touch input to affect this behavior. ![]() ![]() When a volume slider is selected, you can adjust the value with the horizontal axis. When “Equipment” is selected, you can choose an item to use or equip on the horizontal axis. If it’s not immediately obvious, that’s essentially a vertical menu with items that have horizontal behaviors. One of the prime candidates for such a rewrite was the menu system: One of my goals in this experiment was to use base Unity functionality as much as possible, replacing 2D Toolkit and custom systems as much as possible. A few months back, I played around with (yet again) rebuilding a half-finished Metroidvania-style game I’ve played around with off and on over the years.
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