Hi, it's me again.
I'm trying to make the point-and-click menu bar you see up top in Sierra adventure games; the ones that have the Walk, Talk, Look At, Pause Menu, etc. buttons at the top. Currently the default for my project is to cycle to the verb I want active, which works fine at the moment.
Should I go and mess around with the Inventory Menu on default, or should I tackle this a different way?
Comments
Unless there's something I'm missing, I can't seem to find a way to make the interaction menu separate entities from the interaction cursors. I want to make the buttons as different graphics from the cursor icons. Would an ActionList help to fix that issue?
The other method I had is an okay alternative, but integrating the Unity UI will definitely gravitate to what I'm going for!
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Thanks again, @ChrisIceBox!