#How to highlight buttons on hover/press?
1 messages · Page 1 of 1 (latest)
Got it working, but now noticed the outlines get kinda lost
which pixel density should be used?
also in case someone needs the answer, It was here I think:
should've left those on the default
and had the texture setting for the highlighted sprite set to bilinear
because it seems too pixelated now.
actually yeah switched it to bilinear
went ingame because it did still look wrong, then used UI multiplier on 2.0 and noticed the UI was actually quite blurry
what I'm wondering now is how to make they have these clicky sounds
Well, I'm proud to see yet another UI following standards.
I love that you are like the unturned standards police, + the otto police profile picture 😭
Someone got to upkeep the standards.
Even if it is modding and not official.
also
buttons are 10 units apart.
This, this is just annoying.
Thats what I struggled a bit at, is there a way to measure other than by eye?
Also as for pixel density I noticed the edges get kinda too much radius at 100 when compared to my unturned screen (1920x1080 using UI scale at 1.0).
I need to set it to somewhere by 150 or 200 so the radius matches that of my game somewhat
just type in the values
do math.
stuff like that shows up worse on 4K.
you do that
I think it looks fine now
yeah, didn't know it was modified
still wondering how to do the clicky hover sounds
just have an audio source
and activate it on button press
What do you think of that X symbol, it was on the icons you sent on imperial xD
don't use that
it is part of Unity's original UI toolkit
therefore built into the base game assets
just use a regular square button with an X made in the traditional font.
Also, it seems like you aren't using text mesh pro
because the text parts of the UI seem quite pixelated.
