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Custom UI interactions menu

Hello,

I need some help with guidelines how to make custom menu. 
Closest to explain what I need to make is something like Full throttle interactions menu.
So when clicked on hotspot animated menu should appear and you may choose interactions.
I got close, but standard interactions are in columns or rows, so to put them on any location I tried to make a button. So I did, but can't seem to find a way to make it work as standard interaction when clicked. 
Is there an easier way to achieve all this...or how to connect button to interactions so it states for example 'look at item' and when clicked activates look interaction.
I am still not so good at scripting, so please avoid as much as possible.

Thank you.

Comments

  • Welcome to the community, @Dux.

    You shouldn't need scripting for this, but if you want to have animated Menus then you'll have to use Unity UI.  However, you should first get the functionality working correctly with an AC-sourced Menu, as Unity UI adds an additional layer of complication.

    The default Interaction Menu features icons for Use, Look and Talk to - which are the default interaction icons.  Open up the Menu Manager and select Interaction, and you'll see that each interaction element is linked to a different icon.

    If you have modified or made more icons in the Cursor Manager, you'll have to update your Interacion Menu by modifiying or adding more interaction elements.

    The arrangement of the icons is in a row by default, because the Position fields of these elements is set to Aligned, which means they're auto-positioned in a horizontal alignment.  You can set this to Relative To Menu Size if you want to re-position them, but as you'll need to switch to Unity UI then you don't need to do this step as it's only for AC-based Menus.

    To switch to Unity UI, change the Menu's Source field to Unity Ui Prefab.  You should find that you already have an UI Canvas prefab already attached to it (see the Linked Canvas field that appears beneath).  You basically then have to drop the canvas in your scene, edit it, apply changes and remove from the scene again.

    When editing, you'll have to link up each element listed in your Menu Manager to a UI component in the prefab.  The original three interaction elements should already be linked to three UI Buttons, so if you've made more you'll have to make more UI Buttons and link to them in the Menu Manager.

    More on working with Unity UI can be found in Section 11.3 of the Manual, as well as by following this tutorial.  If you need further help with this, please post screenshots showing everything you've done so far, so that we can give you more specific direction.
  • Thank you Chris.
    I really appreciate fast reply.

    My learning curve is still slow, but getting somewhere.
    Using Unity Ui Prefab for this looks promising...I am getting somewhere.
    When I get stuck I will ask for help again.
    One thing I still don't see how to achieve is that different characters should have different interaction menu (in some parts)...Is this possible to achieve.
    And also for example look button doesn't seem to show if hotspot doesn't have defined interaction. How to enable that all buttons are always on and result in default answer.

    This game I am making is something unique and very ambitious, and for now I want to keep it hidden in this UI parts from public. But I can email to you if you want.

    Thanks again for incredible asset and almost live support! ;)

    Dux
  • You can limit which Menus are available at any time by using the Menu: Change state Action to lock and unlock them.  To change which Interaction Menu is available for a given character, lock the default one and unlock their own Menu just before the Player: Switch Action.

    Currently, the visibility of Interaction elements are set automatically based on a Hotspot's available interactions.  However, I will add an option to the v1.57b update that disables this feature so that they are always shown.
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