#📲┃ui-ux

1 messages · Page 47 of 1

pseudo apex
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The mobile version even has a contact form in the burger menu AND a link to the contacts in the footer

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Oh it has a bug, it scrolls you down the form in the background but doesn't close the menu.

rapid ferry
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it might be hard for you because its a Lithuanian company

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so they dont have a club membership for people from different countries

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in EN version of a website

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but in LT version

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there is this page

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and it has membership thing

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with prices and all that

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as far as I know this is their main service which they get money from

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and in lithuanian version they have like 3 call to actions on their main page for this club

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so I assumed its important for them

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thats why I decided to merge them

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like to make it part of the main site

pseudo apex
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As far as small changes go I would start of with removing all the duplicated content at least.
Narrow down what is actually useful for the company to have on this site.
They also have quite a bit of mobile bugs that needs fixing...so I don't know, you got a lot to work with as far as UX goes.
I think they are filtering the 3 pricing options by IP or something, can't see any of it on the front page.

rapid ferry
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you need to click on

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LT

pseudo apex
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have done that, nothing there

rapid ferry
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strange

pseudo apex
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yep, telling you, this site needs more work than just a bunch of switching around objects

rapid ferry
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im going do just a design part without actually a working website so my primary purpose is to make it usable smooth and later on i will move on UI this probably wont even have animations or anything. Perhaps only main page redesign.

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its for my portfolio since im a graphic designer

pseudo apex
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I see.

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Well, I'm mainly a programmer but I have worked a lot with UX since I mainly worked with looking at customer data and changing the UX based on their needs and what they are doing, mainly for mobile. And if I ever got this site as a project, I would probably just scrap the thing and remake it, would be way quicker tbh since I already have all the endpoints and images from their CMS most likely.
There are too many minor things to fix that a clean start would most likely be easier.

But as far as your project goes, I think that UX sketch is fine, what I find is the bigger problem is what the content in the boxes actually tells you. I really like the projects for example but images of the younglings going about their business should not be in the front page to me, maybe the snapshot carousel to make the user see "all the fun".
As a new user, I would most likely look mainly for the project section or have like a sample of them that explained them on the front page. And maybe not brag about the number of "projects" they have completed, that is unnecessary since the new people most likely don't even know the "scope" of what a project even is.

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People who support these kind of groups are mostly in it for the projects, so the bigger projects that was fruitful would most likely be the attention seekers for me. And which shows and such they have been in could always be pushed down...most people don't really care about that either as long as the projects are helpful to the community.

rapid ferry
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the current sketch doesnt have number of projects

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the next one im going to do probably will

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i was basing it on this

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the new one will be based on this i mean

pseudo apex
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You should probably also design a mobile version of said page if it is for the portfolio, since a lot of companies nowadays do search for a lot of mobile design. Web design elements using single-page app frameworks kinda give you some of this for free, but it might be good as far as the portfolio goes to have it as an option at least.

rapid ferry
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yeah the mobile version will come too

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as far as I know for that you only have to adapt it

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do you know any good place for patterns?

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like you know

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you can design a layout of "about" section in many different ways

pseudo apex
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like UX common practices or more like the examples?

rapid ferry
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all of these are for "features"

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it shows how in many different ways you can show "features"

pseudo apex
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I have not seen a page that collects those designs tbh.
If there are not, there should be...make one!

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I mostly rely on material design and then check other websites for inspiration, There are many articles about "good design" but it's very hard to find the really good ones.

rapid ferry
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hah that would take time to figure how to market it

pseudo apex
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Yeah...you won't be earning money of it most likely, but it could for sure be in your portfolio :p

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It's more for elements and not the entire section though

rapid ferry
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yeah

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do you write copy yourself?

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for ux?

pseudo apex
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What do you mean? I mostly just program everything and go by feeling what would be the most clean and functional solution. Then I let people who I know are interested in UX try it and see what they have to say. Not much for pretty features myself, I let my artists deal with that.

rapid ferry
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Oh i see

spring fulcrum
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When you have multiple UI "screens" what's the better way to handle it?
I have a canvas in my scene then one panel for each "screen" from which I make a prefab of.

spring fulcrum
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The title (Museum) is the child of the background panel. It is anchored to the top right. Background has aspectRatioFitter to its parent.
How to have the Museum title anchored to the top right of the screen and not the parent??? If the ratio is set to free and the image more wide the title goes up and dissappear, that sucks...

tired crest
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Regarding your first question - From what I’ve seen, it’s recommended to have multiple canvases to separate simpler UI elements, and those that are more performance heavy (containing scroll views, animations, anything that has to recalculate every frame).

Within reason of course, you don’t want too many canvases either.

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For your other question, I would say add that BG image with the aspect ratio fitter underneath the canvas, and then add the title as a child of the canvas, not a child of the bg image. That way you can align it with the corner of the screen instead

spring fulcrum
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For your other question, I would say add that BG image with the aspect ratio fitter underneath the canvas, and then add the title as a child of the canvas, not a child of the bg image. That way you can align it with the corner of the screen instead
@tired crest Yeah I tried something like that but couldn't make it work.

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And you can have more than one canvas in a scene? How do you display one or the other? Just disabling/enabling them?

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For the first remark I dont put those under the canvas but under the panel representing the game screen. How should I set that panel? Just stretching everywhere?

tired crest
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Yeah you can have multiple canvases, for example I have one for the top bar in one of my projects and one for the popups. Under the Canvas component you can change the sort order to show one in front of the other. You can disable or enable them, or use the Canvas Group component to change the alpha value or disable ray casts, depending on how it needs to work.

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Does your hierarchy look something like this?

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With the title image anchored in the right corner:

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And the BG image is the one that would have the aspect ratio fitter?

narrow charm
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Anyone ever got toggles to stay selected after clicking on something else? I have a toggle group.

tired crest
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Do you mean having more than one toggle on at once from the same toggle group?

tough anchor
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I'm stuck. I have a Screen Overlay Canvas which has two panels which each have a button. The panels are set to inactive at the start of the scene. Depending on a click on a tilemap, one or the other panel will become active. The button on one panel works as I would expect. The button on the other panel changes appearance on mouseover, but does not fire the listener method when clicked. The click is processed by the tilemap (rendered behind the panel) handler. If the button is situated so that there are no tiles underneath it, the button works as expected. I don't see any differences in the panels...can anyone point me to potential problems?

narrow charm
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No just one toggle on, but when I click out of the toggle group, all of them get deselected.

tired crest
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@tough anchor I haven’t worked with tile maps, but could it have something to do with the sort order or mode on the tile map renderer?

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@narrow charm that’s really weird! I’ve never had my toggles deselect like that!

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Do you have the option set to always ensure at least one is selected?

narrow charm
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is that "Allow Switch Off" and have it disabled?

tired crest
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Yeah

narrow charm
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ahhh

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@tough anchor Is the button component enabled and interactive checked? Make sure you have a Graphic Raycaster component on the canvas. Otherwise something is blocking it.

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Also make sure the scale isnt 0, there's an event system in the scene.

tough anchor
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@narrow charm there is a Graphic Raycaster on the canvas and event system. The one button works on one panel...when I move the button that is not working to the other panel it has worked. What could be covering it? What should I be looking for?

tired crest
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Does one of your panels have any invisible objects? Or maybe the panel had a canvas group?

tough anchor
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I was playing with canvas groups to hide/show the UI components under the panel...but I believe they are all removed

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How do i know if a canvas raycaster can select a panel and or say button?

tired crest
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normally if you see the button change on hover or if you’ve added cursor changes, it would be visible if the ray cast hits the button you want

tough anchor
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so it does change on hover, the click just is ignored and the click on the tilemap underneath is getting it

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it's very strange...about the sort order. They are in different layers. Sort order is in a layer?

narrow charm
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Nah disabled the "Allow switch off" didnt work.

tired crest
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Sort order determines how they are layered, so kind of like how cards are stacked. But it’s interesting that the button is getting highlighted, but not re registering the click event.

So the two panels you have with the two different buttons - are they both under one canvas? What scripts do they have on them? What about later masks - are they both set to UI?

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@narrow charm sorry if you’ve already tried this, but do all your toggles

  • have the toggle group set
  • have the navigation to none?

I find I often got weird responses happening with the navigation setting set to automatic

narrow charm
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Navigation?

tired crest
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In a button or toggle component you have Navigation as a variable

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Usually set to Automatic by default

narrow charm
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Ah, none makes them unable to be selected

tired crest
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Hmm I’m trying it out right now and it works for me, you have the event system enabled and everything right?

tough anchor
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@tired crest both panels are in the same canvas. There is a second canvas in world space that does not have a raycaster. The buttons do not have any additional components (just created a UI->Button in interface). Everything under my screen overlay canvas is UI layer.

tired crest
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@tough anchor if you try and make a new button from scratch in the same panel as the broken one, can you interact with it?

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Oh I just remembered one more thing - when I make a raycaster for 3D objects in the scene, I add a check for whether the UI is getting hit, and if yes I don’t continue casting the ray. Could that be the issue?

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If (EventSystem.current.IsPointerOverGameObject())
{
//mouse is over a UI element, don’t cast ray
}

tough anchor
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new buttons in that panel have the same behavior

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I tried creating a new panel and moving the objects over to it

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i'll try that code in my tilemap click handler

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@tired crest that worked! Thanks

tired crest
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Yay!!

tough anchor
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@tired crest thanks again! I was bashing my head on that problem for awhile. I'm off to the races

tired crest
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Good luck (:

last monolith
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Hi guys, I have a problem, when I instantiate stuff images in a canvas and implement spacing for multiple elements. They get instantiated differently based windows size

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here is when I instantiate when the play window is not maximized

last monolith
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Ok, nevermind got it to work by changing rectTransform.position to rectTransform.localPosition

ripe relic
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looking for a good monospaced font; recommendations?

livid tartan
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Anyone know how to dynamically populate / depopulate a button based on triggers? For example

if (selectedUnit = null)
    {No buttons appear at buttonspot1}
else if(selectedUnit = Archer)
    {"Attack With Crossbow" button appears at buttonspot1}
else if(selectedUnit = Wizard)
    {"Attack With Fireball" button appears at buttonspot1}
tired crest
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@livid tartan

A few simple methods:

A. you can make each button into a prefab and have it instantiate in the position you want when the correct event occurs, then destroy it later

Or

B. Have one button with a script on the object above, and a reference to the text (or icon, whatever the button should have). You can store a list, dictionary or whatever fits your situation that contains the different text or other options the button can have, and probably an enum or id that corresponds to it.

Then, when something like “selected unit = archer” is triggered, you would show the button, set the current enum/id in the script to something unique to the archer, and change the text/icon. When the button is clicked you can use whatever logic you need based on the current enum/id

livid tartan
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@tired crest thanks. After some more research and suggestions in other channels, I think I'm just going to reuse the same button. Whenever a new unit is selected, I modify the button text and replace the OnClick action with AddListener and RemoveListener.

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If/when no unit is selected, I just button.SetActive(false);

spare maple
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I'm currently unable to put my .png image into the source image section. (This isn't a rawImage file it's a normal Image one) Anyone have a solution?

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Elaborating: when i drag my image over from the assets folder it just doesn't want to get in there

tired crest
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@livid tartan Yup, that is probably the best way of doing it, makes it easier to keep track of as well!

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@spare maple when you go to the image, what is the Texture Type set to?

spare maple
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How can i see that? Sorry i'm pretty new.

tired crest
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click on the image, and take a look at the settings in the Inspector

spare maple
tired crest
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so click on the image you want to add as the Source Image

spare maple
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Ah

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There it works fine now, thank you for your help.

narrow charm
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decided to code my own toggles lol, only solution

narrow charm
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I will post it on github when im done, custom toggle & toggle group. Since unity's ones have issues lol, maybe some of my other UI scripts.

tired crest
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@narrow charm
Nice haha, that’s honestly what I usually do with toggles

narrow charm
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Like i made a ScrollView auto hide/show scrollbars if the content fits/doesn't fit, script.

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Because that always bugged me lol, when the content fits but it still shows the dang scrollbars.

tired crest
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Oh there is a way to hide the scroll bars when the content fits actually, it’s one of the options on the horizontal and vertical scroll bar components. It just doesn’t always look super nice haha

narrow charm
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[SerializeField]
    public bool isOn
    {
        get { return isOn2; }
        set { SetSelected(value); }
    } ```
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is it bad to serialize fields like that? when it has a get/set

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ah yea it is dang

narrow charm
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Hopefully it works lol.

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Everything works except deselecting. now 2 fix.

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Heck the fade is better than Unity's.

narrow charm
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Perfectooo

narrow charm
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Has sprite swap, color change and animator trigger.

tired crest
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Awesome job! I’ll have to check it out!

rapid ferry
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Anyone good at HTML css or somthang dm me ok

pale lichen
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Not sure if this is the right channel for this question. I just recently discovered vertical and horizontal layout groups (only after achieving the same effect with some custom coding). Anyway, is it possible to keep game objects aligned side by side without being in the same child group?

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NVM. I just made the items children of the game objects I wanted them to stay next to 🤦

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and that did the job

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😂

spring fulcrum
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OK I need help again with UI layouting, hopefully I'll get some pointers to how to do it the way I need.
Here's my prefab scene, ignore the background, it's displaying correctly.
I basically have PartsPanel that takes most of the screen (with some "borders") and in it I have three sub UIs.

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PartsPanel has a horizontal layout group and it's fine BUT

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The object with the buttons on the right shoudl be way thinner (all buttons keeping the same squarish ratio)

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Also the green back of the first two panels (cards) should nicely wrap around the cards inside them but both should take the most possible room in width.

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What do I need to do EXACTLY, components to add, which values, etc, to get that?

rapid ferry
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what's a good iconography to denote a "critical hit" that does not involve

  • sword/gun (or any form of weaponry)
  • blood
  • 20-sided die (or any form of die/chance symbols)
spring fulcrum
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yellow bolt?

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What do I need to do EXACTLY, components to add, which values, etc, to get that?
@spring fulcrum I really don't understand why there isn't any x% options for UI. That would solve every issue I have with Unity UI.

rapid ferry
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huh good idea

spring fulcrum
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I'm just saying it like that because I don't know your context, but in general that could be useful. 🙂

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red is damage green is heal (OR poison), yellow could be crits

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could be a bigger font depending on the bigger number too, again I don't have the context. 🙂

rapid ferry
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it's less of a mechanic and more of a brand

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but the general idea is critical strikes in rpgs

tired crest
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@spring fulcrum

For your issue with the first two green panels - here is how you can get the green bg to scale to the image (it’s just not very pretty to do)

  1. Go to the image (the yellow one in the first card for example), add a layout element with a minimum and preferred height that you want

  2. Go to the game object above it - the green background section. Add a horizontal layout group (I know you have one of those above, but this one is only for the card).

Set child alignment to Middle Center, add padding on the sides and top, bottom

Add a content size fitter to that same object. Set the vertical fit to preferred size

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Also, when you add the content size fitter you’re probably going to get a warning that you shouldn’t add one... it still work though. unfortunately this is the only method I’ve gotten to work successfully, and is generally what I’ve seen recommended online unless you want to write your own content fitter

spring fulcrum
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I haven't tried it yet but I think I understand, and I confirm: this is fugly. But I guess it's the only available thing in Unity, they really need a much better solution for ui. Not being forced to do it in code is nice but it's not enough. :P
Thanks in any case!

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Maybe I should have gone through what's in the prefab further down, RivalDeckPanel is the panel that should get resized with the hlayout and under it there's the backpanel (green) then under the card itself.

tired crest
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So to confirm, CurrentRivalCardPanel is the green part, CardPanelContent is the card?

torpid matrix
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Not sure if this would be better to solve with code or a ui setting, but thought that this discord category makes more sense for my post. So when I click on a button it works great, but it also clicks through the canvas and onto my tile map. The tile map is not always behind my UI, but has to be at times due to how my game works. How can I make it so that when I click on my UI canvas it doesn't interact with anything else?

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Whoops, found a fix for the clicking version of my game at least (isPointerOverEventSystemObject())

spring fulcrum
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So to confirm, CurrentRivalCardPanel is the green part, CardPanelContent is the card?
@tired crest Yes

tired crest
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If you want to try fixing it again, I can walk you through it by each game object, but only if you want me to.

spring fulcrum
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I guess you'd need more info about how I structured the prefab though, no? :/

tired crest
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can start from the card itself, would be useful to know the components on it related to the layout and transform

spring fulcrum
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It'll have to be for another day, too late here, but I appreciate the help, I'll try to catch you another time is that ok?

tired crest
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yup, feel free to message me later if you need help

fossil niche
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How do I make a TMP font asset with all the same character support as the input font file?

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I have an arial font that I want to support characters like ★

rapid ferry
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guys

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how do i do autoscale

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for ui

spring fulcrum
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for ui
@rapid ferry Good luck with that! XP

mystic hollow
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hey I need some help with my ui

narrow charm
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@mystic hollow More info..

mystic hollow
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you're a bit late

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so late I already fixed it

narrow charm
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Cool.

outer dune
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Okay guys I need help here. I have an RectTransform inventory prefab that I'm 'TRYING' to use here. In-game there's a RectTransform game object w/ the tag. but for some reason Graphics Raycast isn't seeing the object when I mouse over it...

outer dune
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Nevermind. Realized I needed to use (RectTransformUtility.RectangleContainsScreenPoint) on the receiving transform.

bold bear
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how can i have a slider crop/chop a sprite instead of scaling it?

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I would like the right end of the bar to be flat

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Also, it's a 9sliced sprite so i cant just make it filled image type

outer dune
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you could cheat and use the unityslider then use the slider cap(from that gif) as a sprite and attach it to the unityslider knob

woeful escarp
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Hi, I have a logo I need created for a company I work for. If you are good at logo design or not, I am needing some help. I will pay if it’s what the company ends up using. Please dm me for info, I would really appreciate it!

mint trench
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Hi, i bought some GUIs and they came already literally 9-sliced, in a million little pieces. how can i use them? I'm i missing something?

livid tartan
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Anyone know how to fill the background of a text box in unity? I see the text on my UI, but want to put a background behind it basically.

eager atlas
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@livid tartan Add a image behind the text of whatever color

livid tartan
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@eager atlas thanks

ripe relic
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if I need an empty object to hold UI elements, and this holding container is the child of a canvas - should I use an Image object or an empty GamObject?

supple relic
eager atlas
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@ripe relic Empty GM's should be good

ripe relic
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but if you can't legally use it, why bother?

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ok ty derock

ripe relic
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is there a thorough course on Just scaling, anchors, and pivots? i'm slowely getting it but I keep forgetting how anchors should be set to work correctly when aspect ratio changes.

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the secret just seems to be pick 2 points, not 4.

ripe relic
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no that wasn't it either, but by the powers that be, it's working as i want now.

tepid thicket
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Hey guys I came across an interesting problem with TMPro Input fields and their content type.
I created a register profile screen where the user is prompted to enter and verify a password (content type for input field is thus password). Additionally I added a button next to the input fields that is supposed to hide/unhide the password. I wrote a simple script that has both inputfields referenced and on the button click, this script changes the content types to default for both fields. However, the passwords are only unhidden when I click on them (which updates this input field I assume).
I also managed to create a hacky solution where the script selects the fields after changing the content type, which worked, but is just not acceptable for mobile plattform bc each time you select a input field, the mobile keyboard opens itself which is of course annoying if you just want to hide/unhide your password.

TL;DR:
Changing content type for TMPro input fields via script does not automatically update the text that is in the input field, e.g. hide/unhide password

Any ideas?

outer dune
granite valve
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Is there a checkbox somewhere to stop 3D models on camera screen space canvas' from having shadows? Thonk

dapper oak
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Has anyone run into the issues of having TMP creating artifacts when you lower the size of the font?

FIXED: Added Padding

eager atlas
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Does anybody know why UI text cant show variables?

dapper oak
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It can - you just need to do some C# scripting

eager atlas
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could you elaborate

dapper oak
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In the case of C#, you could create a script that updates the UI element's text either through the Update loop or by event.

eager atlas
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I cant use my start function to call a function that changes UI text?

dapper oak
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Yeah - you could do that. I would classify that as an event.

eager atlas
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Ive done that

dapper oak
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and what do you want to have happen?

eager atlas
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string CBS = "The Item Up Now Is The " + itemToAdd.Name + " And The Price Is " + itemToAdd.Price;
Speech.text = CBS;
Debug.Log (CBS);
this is what I have already done

dapper oak
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cool - nice

eager atlas
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this does not work

dapper oak
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are you getting console errors? Maybe a null ref?

eager atlas
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Debug.Log (CBS); Does it right

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nope

dapper oak
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did you look at the UI inspector and see if the text has changed?

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It might be that it's too big to render

eager atlas
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all that inputs in the ui text is The Item Up Now Is The And The Price Is

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but i can check

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I fixed it

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I had to change the width of the text box

dapper oak
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cool 👍

eager atlas
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thanks for the idea bouncing have a good day

dapper oak
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No problem! You too

past shoal
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How am I supposed to use a world space input field?

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and I can't make it smaller than 1

tepid thicket
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@tepid thicket have you tried posting in the TMPro forum? https://forum.unity.com/forums/ugui-textmesh-pro.60/
@outer dune No I haven't, I wanted to ask here first. Also, I don't think it is actually TMPro related, I think this might be a general Problem with Unity

narrow meteor
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how can i add a prefab to the canvas and have it show up?

barren mulch
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Guys, for some reason all the world space UI is shown on top in editor. It's not really a problem since it is shown correctly in play mode, but it is still pretty annoying. So is there anything I can do to have culled UI in editor?

warm citrus
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simple problem: ui button doesn't respond at all everything is set to default i've just created a canvas and added a button but it doesn't behave different when my cursor is on it

hazy moat
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For some reason chromatic aberration is not being applied to my UI?
even though i do have the postprocessing layer set to UI

azure flame
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@hazy moat Don't cross-post. UI can be affected by post processing only in camera/world space mode.

timid forge
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Anyone here familiar with "Unity UI-Toolkit" ? Where should the logic go ? Inside Elements ? In external Model Classes ( MVC ) ? Can we put them inside custom Elements ?
For example if a element should have a method "insertPlayerProfile" which creates the certain element and inserts them into a list

ripe relic
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Unity's UI content size filter and Layout Element system sucks

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using them is counter intuitive

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and some guides I'm reading on the subject voice the same sentiment.

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so, question i guess. lemme draw it up so that it's easier to understand what I'm asking

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everything in the red box is just a sketch in photoshop. I'm wondering if it's possible to have the purple text area expand as the user types in it, downward with each new-line but wraps around at the edge of the screen.

  1. I haven't gotten good results with trying content size fitter on it yet. one of the problems I'm running into, is as the user types - it goes off-screen to the right.

  2. the other issue, is it doesn't update the size. size fitter just doesn't seem to work with user generated input on input fields. meaning you type something, and it doesn't expand. not when you click off either - wondering if I can solve this with a simple method call in the scripts?

  3. and third issue, while the Named fields on the left but still in the red box are always present, meaning i could hard-code them - i want a dynamic list to be auto-filled via parsing of the XML.

so to me, issues 1 and 2 are the big problems at the moment.

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mainly, is it possible without rolling up my own system that like, compares screen size/position and adjust the transform of the object?

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or is there a good asset that simplifies this somehow? or a script?

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because if it's not possible, i guess I'll ditch the Content Size fitter and layout elements and just roll a custom solution in the scripts. i really don't want to though.

#

and if you're wondering, stuff in bold is just a Text element, and to the right of each one is an Input Field that gets values auto-generated on loading of the XML. so the app is going to be a XML editor.

#

tailored to a specific topic.

jolly moss
#

hey lads, I have a question... Is there a way to make Unity fonts using TMP pixel perfect? I have a pixel font and would like to make it so its 1/1, but I can't find a way, other than just tweaking the font size. Is there any better way?

#

Also, is there a way to fix these rounded corners that apprear for some reason

jolly moss
#

Figured it out

ripe relic
#

@jolly moss generally it's rude not to post what the fix was unless it's an easy answer to find.

rapid ferry
#

hello

#

i have a question

ripe relic
#

and i have an answer, let's put them together and see if they match

gaunt trail
#

Any idea why unity snap pixels to different positions on the ui, This is causing elements with same width and height to look weird.

jolly moss
#

@ripe relic sorry got lost in it 😂 I just made an editable copy, removed compression and set the default sizing to my fonts default (which was 8)

#

but then now I kind of have to figure out how to keep the consistent sizing if I set the Canvas to "Scale with Screen Size" instead of "Constant Pixel Size"

#

Unless I make a script that changes the sizing of UI depending on the resolution, but that just sounds way too DIY than it needs to be

ripe relic
#

huh? wdym? set the anchors right and the canvas will keep UI elements the same everything

jolly moss
#

Yeah, but the sizing wont dynamically change to fit the screen

#

so if you have a 1920x1080 and a font size of 256 and then someone wants to play it on a 1280x720 screen, the font will stay on 256 and almost go off screen

ripe relic
#

TDD on mine if I change the size of the screen the text shrinks with it correctly, but i don't use auto sizing

jolly moss
#

can you send your canvas settings?

ripe relic
jolly moss
#

will try it out later, thanks mate

ripe relic
#

i've found that the tricky part is the anchors.

#

if they aren't set right stuff don't scale right when changing res or aspect ratio

jolly moss
#

Man I'm just waiting for UI Builder to be out

#

and have to do with this rn

ripe relic
#

i've seen a couple of things in Unity where the name of the method or whatever does NOT really tell what the object is doing

#

so i feel like they aren't helping themselves or new people, nor anything that doesn't have a good and detailed video with it

#

i'm going to bed soon

copper glade
#

Hi. Somebody using multi scene for GUI? How do you handle references between scenes? (E.g. camera or some managers etc)

gleaming pulsar
#

can someone tell me why my coin counter is not above my coin bar?

outer dune
#

Can anyone recommend mockup software they use?

#

@gleaming pulsar easiest way to control your UI is with Sorting Group, add it to each UI object and assign it an order. You can even assign cameras to the sorting layers.

ancient sundial
#

@outer dune what sort of mocking up do you have in mind?

#

@gleaming pulsar if you move it up is the text visible? If so the font material may need to be on a higher render queue

gleaming pulsar
#

no

#

i have tried that

#

also just tried the sorting layers. also did not work

ancient sundial
#

So the text isn't visible at all?

gleaming pulsar
#

it is, just not when put with the bar

ancient sundial
#

What's it set to now on the text?

outer dune
#

@ancient sundial i have a mobile game, and I need to do some wireframing for the Inventory system before i get to deep

gleaming pulsar
#

where is the render queue?

ancient sundial
#

It's on the material attached to the renderer on Coin Counter

outer dune
#

@gleaming pulsar does the canvas have to be attached to the camera?

gleaming pulsar
#

its supposed to follow the player

#

so yes

#

its a seperate canvas from the main canvas tho

#

@ancient sundial its locked for me

ancient sundial
#

What is coin counter using? Unity's UI Text?

gleaming pulsar
#

text mesh pro

ancient sundial
#

Okay, I believe they put the setting elsewhere

gleaming pulsar
#

do you know where?

ancient sundial
#

I didn't know GUI/Text Shader was used by TMPro

#

`public class CustomRenderQueue : MonoBehaviour{

public int renderQueuePosition = 3100;

void Start(){
    GetComponent<Renderer>.material.renderQueue = renderQueuePosition;
}

}`

#

To see if it's a render queue issue you can add this script to the text and hit play to see if it fixes the issue.

gleaming pulsar
#

ok one sec

ancient sundial
#

oops, change GetComponent<Renderer> to GetComponent<Renderer>()

gleaming pulsar
#

that didn't work

ancient sundial
#

What shader is the coin bar using?

gleaming pulsar
#

like the whole coin bar?

#

and everything in it?

ancient sundial
#

The item with the image that's drawing over the text

gleaming pulsar
#

or just the bar

#

ok

#

hello?

ancient sundial
#

It definitely looks like a sorting issue but I don't know what it is offhand

gleaming pulsar
#

welp

ancient sundial
#

If you don't mind sharing the project I could take a look

#

Or recreate it in a simple project, zip it up and send as a Dropbox link

gleaming pulsar
#

ill figure it out later, thanks for trying

ancient sundial
#

gl

limpid vector
#

Sorting layers for text is the same as sprites I think. It’s in one of the sections on the actual text mesh objects. Usually Extra Settings I think? You should see a Sorting Layer and a Sorting Order.

#

As long as the counter and the bar are on the same layer, you just need to change the counters Sorting Order to be higher than the bar

#

You shouldn’t need to change any scripts, shaders or materials to make it work

rugged sphinx
#

I'm getting this error, but the package is already enabled

Assets\Editor\ShapeBrushEditor.cs(14,19): error CS1069: The type name 'VisualElement' could not be found in the namespace 'UnityEngine.UIElements'. This type has been forwarded to assembly 'UnityEngine.UIElementsModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' Enable the built in package 'UIElements' in the Package Manager window to fix this error.
abstract ocean
#

Perhabs there is a new version available? idk tho

#

No wait, it literally says what you need to do

#

"Enable the built in package 'UIElements' in the Package Manager window to fix this error."

#

Windows > package manager you should find it from there

#

I was wondering, is it possible to display 2 or more objects horizontally next to each other. When parented by a vertical layout group?

#

If so let me know how because I wasnt able to figure it out thus far ^^

#

Oh np I found a solution. I just parented the objects that I want next to each other

rugged sphinx
#

"Enable the built in package 'UIElements' in the Package Manager window to fix this error."
@abstract ocean it already is enabled

#

restarting fixed that error and caused 300 new errors like this

Assets\Scripts\Building\Blueprint.cs(6,13): error CS0234: The type or namespace name 'Mathematics' does not exist in the namespace 'Unity' (are you missing an assembly reference?)
#

because Unity apparently stopped adding references to csproj

nimble summit
#

Good morning! So, I just updated to 2020.1 and started a new project. I have the Unity UI package installed. But, when I go to create a new gameobject, the option to create UI elements like canvases or buttons is not there. Is there a new direction UI is taking, or did I simply mess something up? Still something of a new user here. 🙂

swift wraith
#

I am having a bit of trouble getting the size of a UI slider to have the correct size on different ratios. It is almost there, but there is either too much slider fill on a smaller aspect ratio like 5:4 or too little slider fill on larger aspect ratios like 16:10

oblique iris
#

I have a UI button in a Unity Project and for some reason even though raycast target is checked, it is not selectable, i cannot click it, the only way that it gets selected and is clickable is, when i hover with my mouse over the text and the image that are children to the button. Pls help

azure flame
#

Pull up EventManager display in the inspector and look what's blocking raycast whn you try to press the button.

oblique iris
#

thx, another text was blocking it

rapid ferry
#

YES

#

I FOUND OUT HOW TO DO AUTO SCALE

#

YESSSS

ripe relic
#

congrats

ripe relic
#

TMP InputField

sample text disappears from view if I scroll too far, and i can't control the scrolling speed?

is there a better assest online? TMP no longer seems all that great

ripe relic
#

nvm someone posted the same problem and an answer was already given (just use a preview version of TMP) and the api does have a scroll sensitivity.

rapid ferry
#

How can I convert an int to a string to put it in a box that I can see ingame

ripe relic
#

usually it's .ToString() or something

rapid ferry
#

ok thx it was just me being dumb

ripe relic
#

hey, i have this zoomed in, but shouldn't that still be very clear being that it's TMP? did i do something wrong?

slender crag
#

Hey guys, what do you generally think about the UI Editor? I switched to Unity from Unreal and that was the biggest change for me not having a specific Editor. How long did you guys take to fully "understand" this Editor? I think the most annoying part is that it is set in the world not in its own Window, creating a prefab or sth like that.
This shouldn´t be a promotion, I´m just curious 😄

#

hey, i have this zoomed in, but shouldn't that still be very clear being that it's TMP? did i do something wrong?
@ripe relic I can only tell from my work with buttons, but I set the Text size * 4 and then just the size of the text "field" to 0.25 on every axis

ripe relic
#

ok

ripe relic
#

i lament how the content size fitter and elements are handled

azure flame
#

@ripe relic You are zooming in gameplay display, it would be pixelated this way, it's an editor tool, it has nothing to do with finished build.

ripe relic
#

ok ty

narrow charm
#

Think I found the perfect UI Scaling for PC: Scale with Screen (Match Resolution): 1024x768 ref, and 0.5 for width to height.

rugged sphinx
#

restarting fixed that error and caused 300 new errors like this

Assets\Scripts\Building\Blueprint.cs(6,13): error CS0234: The type or namespace name 'Mathematics' does not exist in the namespace 'Unity' (are you missing an assembly reference?)

can someone help me with this?

#

after removing and adding the package development package, i get this error

Assembly with cyclic references detected (Packages/com.unity.ui/Core/UnityEngine.UIElementsModule.asmdef)
#

and then after restarting unity, the 300 errors about missing references are back

rugged sphinx
#

i think i fixed it, the problem was the UI Toolkit package apaprently having a circular reference

tender kraken
#

Is there a way to block raycasts when the mouse is over a UI Toolkit element?

fierce jetty
#

hello

#

im trying to use sliders ingame

#

and it isnt woking

#

it just wont move

#

any idea why

jagged monolith
#

When this happens to me it's usually because there's another invisible UI element over it, blocking the input

desert hull
#

guys i need help to set up the graphics settings in HDRP for my game cuz the ones out there arent working mainly the tutorials that are out there

jagged monolith
jovial yacht
#

Is anybody using Tween?

#

I'm trying to use it but the scale doesnt seems as smooth as I imagined

rapid ferry
#

I cant get my image in the ui

#

When i try and drop the image in it cancels it

#

i got it

rapid ferry
#

if i click a button, it counts as an input in input manager, how do i stop this?

rapid ferry
#

hello poeple

#

i have a serious question

#

so i have a screen like this on desktop version of a website

#

would it be possible to make it look like this on mobile?

pseudo apex
#

@rapid ferry yes.

#

UI is usually just visual fluff that can be arranged however you want it TBH.
If you want to, you can literally have an if-statement that changes the entire UI to a different webpage if it's on mobile.

rapid ferry
#

thank you!

spring fulcrum
#

Hi, I still need help with my game layout. Here is the main screen. Basically two "decks" and a button bar for some actions. I've put the bar on the right side and it should more or less stay there but for the cards I put everything in a panel so it doesn't go above the bar. The Panel is a horizontal layout with two green panels in it and under each of those panel there's the last "drawn" card of each deck.
What I need is to control the width of each green panel (the one with the yellow deck should be slightly bigger) and they should take the most possible room possible in width and as for their height it should depend on the card inside them (there shouldn't be too much green on top and bottom), the card themselves taking the most width possible and the height being in ratio of the original image.
So, how do I do that with the complicated Unity UI system?
Thanks in advance. I'd appreciate any help.

spring fulcrum
#

Looksl ike it's imposible to make a decent ui in unity unless you're compatible with a unique résolution and ratio... terrible :/

plain apex
#

hey guys im trying to teach myself about ui design with a mobile app im working on for education, i cant seem to make it look anything but horrible 😛 can someone point out the glaring issues i should focus on or any good tutorials etc?

#

i understand colour palletes and such but how do you guys approach figuring out how to make it work without relying on loads of expensive vectors etc

umbral wren
#

@plain apex Regarding your screenshots, one bit of advice I would give is to consider whether you want a textured old-timey look, or more of a flat minimalist look. Right now, it seems like you're attempting both, and to me, it feels like they kind of clash.

#

@plain apex Maybe find a game that's kind of similar to the one you're making and look at how they did the UI?

plain apex
#

i was oging for an old timy look but i wasnted to avoid clutter as much as possible ha

umbral wren
#

Maybe it would seem less cluttered if you used only one background?

jade pivot
#

Hi everyone, whats the latest recomendation about adding animations to unity UI?

#

I have seen repeatedly the recomendation to not use animators because they dirty the ui every frame, and just searched and it seems its still this way

#

but, un the unity ui manual, the only solution they suggest for animating transitions on buttons or ui elements (like give focus or on transition from pressed to released, if you want more than color or image swap) . is to use an Animator

jagged monolith
#

The recommendation would be to use a tweening library to do the animation. Like DOTween or LeanTween

jade pivot
#

for the improve performance I see that, but if you want to handle state changes in buttons and other ui elements

#

I could not find any event that lets you handle that manually (and use a tween library instead)

jagged monolith
#

It depends on the complexity of your UI of course. But you can write some simple generalized code that could behave like a state machine

jade pivot
#

I am sorry I am not being clear I think, the issue that I am seeign, is that unity hides the selection reaction in the Selectable base class, so button inherits fro that and delegates the Transition logic, but the only way you can get in the middle of that is with an animator
if I set a button as not interactable only the button sees that, and uses the Selectable class transitions (tint, image swap, animator), but there are no events or methods that can let you know that it happened, so you cant add some custom logic in a generic way

#

I guess you could inherit from button or replace it with a custom class everywhere, but thats a lame solution

jagged monolith
#

If you make a class that implements IPointerEnter/ExitHandler you can replicate the same behaviour

#

At that point you could also retrieve information like whether the button is interactable

plain apex
#

i figure each box like that should follow the same format on each page for consistency

#

i need a better font of course

#

no idea how to add the concept of resources though... xD i cant find a example i dont find ugly ha

umbral wren
#

I think that's way better!

#

@plain apex I like the full width buttons and the new color scheme

plain apex
#

any ideas on improvements or a good font to use?

umbral wren
#

I think a serif font would be fitting for your theme. I know it's the most boring font, but I really like Times New Roman.

#

Do you know how to divide a sprite atlas?

plain apex
#

ive done it before, right now all of my images are seperate pngs

#

why what are you thinking?

umbral wren
#

I just can't figure out how to do it, and I need to in order to be able to use inline sprites in text mesh pro

plain apex
#

oh i saw a tutorial on it before. but it was on udemy so paywall

#

basically its a giant image you declare as a spriate library, then theres like a sprite editor which lets you select around parts of the image which it then tags like "sprite1" etc

#

should be loads of guides on it though as its super common for games

torpid sapphire
#

i made an ui button which is a picked up prefab clone in your inventory if your press him in the inventory yhe should go to the other inventory but he doesn't let me press him.
could you help me?

pseudo apex
#

@plain apex One good thing to think about when creating mobile UX is where most people tend to have their thumbs and how they play your game.
"Is this a game they would usually dip into while on the buss with one hand?" or is it "a game that would run beside their computer on a tablet?"
"Are the options too high for the thumb to reach with one hand?"
"Are most used features easily accessible?"
"Are the buttons too close for clumsy thumbs?"
"Can you hide some data behind a temporary pop-up so I don't get a cluttered tool-tip for the small phones?"
And so on. It's a much more difficult set of questions than what you usually ask yourself when creating a desktop website/game since there are so many sizes and playstyles.

haughty basalt
#

Image won't let me drag onto "source image."

#

Please help

azure flame
#

It has to be Sprite and if it's a sheet you have to drag its subsprites.

jovial yacht
#

is it possible to change the font size of only a certain amout of characters in a text?

rapid ferry
#

Why is my text super blurry?

alpine cave
#

there is a "auto size" feature for TextMeshPro Text components

#

tho i think you have to disable wrapping

rapid ferry
#

I'm trying to make a score text stick to the camaera in a 3d game, how would I do that?

rapid ferry
#

there is a "auto size" feature for TextMeshPro Text components
@alpine cave anchor it

#

it will auto resize

#

like when you press it you will see the square click it and anchor to the place you want

#

and it will auto resize and stay in that position

rapid ferry
#

@jovial yacht You can use tags in TextMeshPro (similar to HTML):
"Dabdabtext <size=120%>Big Fish</size> back to regular size"

Or do you want to resize only certain characters? Like all 'g, b, d, ...' characters appear bigger
Or should it be randomized?

jovial yacht
#

basically I have a timer text organized like this: "hours"."minutes"."seconds","milliseconds"

#

I want that only the milliseconds part is smaller than the rest

rapid ferry
#

Then the tag solution should work for that. I think it also works if you write the timer via script and ad the tag

coarse rover
#

how do i make my UI scale properly to screen sizes? pls @ me

waxen dew
#

"Create>>TextMeshPro>>Sprite Asset" does nothing

knotty moon
#

Anybody has any idea about the reason for which UI elements are not rendered on the scene view but i can see them on game view? I am using Screen Space - Overlay, UI layer is visible and i am also able to edit UI elements if i select them from hierarchy.

rapid ferry
#

Why is my ui text super blurry?

azure flame
#

Use TextMeshPro with a 512x512 font texture asset

rapid ferry
#

Ok

livid gust
#

Hi I have a mobile app that requires dragging for movement but when I drag for example a text box to scroll text the camera is still moved, can I somehow stop that from happening?

harsh robin
#

Anybody around for a little help with the UI?
I am having a lot of trouble!

wispy tapir
#

I'm trying to get my Text Mesh Pro Text to expand/shrink with changes to the screen width, it has a content fitter with Child Force Expand and Control Child Size both on for Height and Width and also has a content fitter setup with preferred size but it doesn't seem to do anything?

plain apex
#

can i get opinions on my ui so far? i know its not great but i dont know what im doing wrong 😄 i really have no idea how to make the resources in the top right less hidious either..

#

im not sure about the font but i havent found any free ones which seem any better 😦 any advice?

pseudo apex
#

@plain apex There are a lot of very strong colors at play here.
One thing I noticed was that the boards in the list have a different color, but they just seem to do basically the same thing.
Is it really worth having all those colors?
I understand the resources being in different colors, but I would probably make it an icon that represents the resources instead and have the panels in the scroll just be the same color.
The panels could instead have the icon to the left that represents what they improve instead of a text saying "Imp Efficiency" for example, since the upgrade might want to improve something else that may not be efficiency at some point.
EDIT 1: The main reason I am not very fond of using a lot of different colors is that I have a brother who is color blind (which is not a very uncommon thing btw) and as far as UX goes, it's better to use shapes than color to represent some differences in my experience.
EDIT 2: Ah, thought of another thing, making a list of upgrades like that and making the entire panel clickable might be a bad choice, it's very easy to missclick that on a mobile device. Which is why a lot of people have it being a button to the right or left on the panel and keep the center bit plain for easier scrolling.

plain apex
#

those are all good points, @pseudo apex thanks for your input, ill have a think what to do about all of it and see if i can improve on the design

pseudo apex
#

Yeah, design is tricky to get perfect, but if this is one of your first games, I wouldn't bother too much to perfect it but get it released quickly and continue working on it based of feedback 🙂

dawn jolt
#

@clever nimbus you ever figure out your UI issue?

clever nimbus
#

the 9-slice thing?

dawn jolt
#

ya

clever nimbus
#

nah

dawn jolt
#

an option is to set this to something higher, it'll in a sense shrink your texture usage to make it tighter

#

but your V on the bottom will still stretch unless you do a few other things to make it work

sonic garnet
#

@plain apex https://fonts.google.com/ Google has a set of free and open source fonts available. They have some great options for most styles you might need. It's a go to for me for playing with ui

old palm
#

Sorry for bad resolution

fossil barn
#

White text on a yellow background is very hard to read without a solid black outline

#

I would consider changing the yellow to a darker color if you don't want to put outlines around all the text

pseudo apex
#

So, I'm trying to move my canvas exactly half the size of my canvas size, but in unity units, is there a way to convert the canvas size into unity units in world space?

dawn jolt
#

meaning it's only fitting to half the screen?

#

or you want the canvas in the world as a 3d object and move it around?

pseudo apex
#

I figured out how to do this btw, if you have a canvas stretching the screen, you can convert it to world space in code, and then if you multiply the RectTransform.width with the transform.localScale.x, you get the width of the canvas in units, you can then move the canvas to be placed exactly right of of the viewing field.
This makes it possible to pan the camera instead of having the panel slide in and still keep everything resized to fit the screen. :D
Sorry if I was a bit cryptic in my question. but yeah, I basically wanted to have this effect and still maintain the window so it's always the same size as the screen but. @dawn jolt

weary grove
#

why does this happen to my ui element? the white quare is a blank image, no sprite nor material. but when i apply any material on it, it uhm, goes into a random position in the world and floats there

dawn jolt
#

what kind of element, is it alone on a canvas, and what is the material?

weary grove
#

the element is a panel. its not alone on the canvas im using but it does the same on a different one. the element does this weird stuff if i apply any material

weary grove
#

@dawn jolt

cloud pine
amber copper
#

Hey guys, say I am using a content grid to layout several buttons.
Is there a command/function/ect that can grab each button and assign them a number based on their position in said grid? For example, a way to assign the 3rd object in the grid as "number 3" by detecting its in the 3rd position?

#

(I want the buttons to be able to load different scenes based on their order, it is a level select screen)

#

I dont know how to phrase this question well, sorry

#

Basically, I want to find a way to tell a script "for cell 3, var = 3"

dawn jolt
#

is the # of the buttons in the grid variable?

#

@amber copper basically get the children of the content transform and they should be in order based on their place in the hierarchy

pliant crescent
#

is there a way to add image alpha channel support to UI textures?
I have a game a predecessor built that's all in UI elements. I'm trying to add a simple image with an 8-bit alpha channel. there doesn't seem to be a way to mask a UI image with the alpha channel.

jovial yacht
#

Can somebody help me?

#

If I change canvas to screenspace - camera the text disappear

swift cosmos
pseudo apex
#

@swift cosmos Depends how you added those rows, if it's all one text box you can just center text, but I'm assuming it's some buttons or something so you might have to position them in an element that spaces them out for you and centers them.

#

@jovial yacht Make sure to check the transform on the object disappearing, sometimes it gets oddly converted to some high number when doing these things and even though it's a child of the canvas, it might be way out there. just set it to 0,0,0 on the transform coordinates if it's a child and it should appear somewhere close to the canvas

jovial yacht
#

Yeah i noticed that with screenspacae camera the Z axis must be considered

swift cosmos
#

Does that mean I have to manually space them out? Wouldn’t that be bad for them being UI objects?

#

@pseudo apex

pseudo apex
#

No, what I meant is that you could have each row be it's own ui item collection, that way you can have all of them in horizontal groups and it gets easier to center them @swift cosmos

#

And that picture you sent tells me nothing on how you have structured your UI ^^;

swift cosmos
#

Oh, it’s all buttons.

#

Oh, that’s actually a good idea, having three different grids. Thanks!

pseudo apex
#

horizontal and vertical layout grids are good when combined for these kind of things.

dawn jolt
#

@swift cosmos you could also have 4 dummy letters, two between T and V, and two at the end

lusty jay
#

Guys, setting the 'visible inside mask' property of a button with a sprite renderer component makes the sprite image disappear whether or not a mask is on the button(or anywhere near it) am I missing something?

hushed bolt
#

I'm using selectable base class for custom menu buttons.
When I disable and reenable the menu object, ondeselect is not called. As a result, when the menu is reenabled, two buttons are highlighted.
I've fixed this by forcibly calling ondeselect in ondisable. Is there a better way?

tacit drum
#

does anyone know how to get rid of the spacing on dropdowns? i made the area yellow for visiblity

tacit drum
#

fixed it myself. Make sure your content is scaled to the initial size of your item prefabs

gritty pulsar
#

how would you anchor something that isn't fixated on the corner of the canvas

#

nvm it doesn't change with different resolution anyway

lusty jay
#

Guys, setting the 'visible inside mask' property of a button with a sprite renderer component makes the sprite image disappear whether or not a mask is on the button(or anywhere near it) am I missing something?
@lusty jay Anyone got a clue?

rapid ferry
#

guys how do i make a vertical scroll system

lusty jay
#

scrollview- with a vertcial scrollbar?

rapid ferry
#

ok

rapid ferry
#

i was wondering what i could do to spruce this up a little bit. its a very static main menu with only basic buttons that highlight and such

#

im satisfied with how it looks visually, i just want to bring a little life to it and not have it be so still

jagged monolith
#

Nice. Is there movement on the sphere thingy? That would be cool. And i think some subtle movement in the material on the buttons would be cool

rapid ferry
#

its just a wallpaper being used as the background, no movement but that'd be cool. that's beyond my noobie capabilities at the moment though

jagged monolith
#

Sure, yeah I think movement is what would push this further. It's nice that it's not so cluttered

rapid ferry
#

maybe i can hit up someone on fiverr to do that for me, would i just search for ui artists or what's a more accurate title for someone to do that?

jagged monolith
#

Depends on how you'd want to do it, it could be particles, it could be sprite animation

rapid ferry
#

would one look better than the other in your opinion or both just different means to the same end?

jagged monolith
#

Mmmmm no I don't think I could recommend one over the other

worldly field
#

hiya all, unity noob here, using a basic UI image of a heart, game works as intended but im getting this error, can anyone shed some light as to what it means?

dawn jolt
#

it means you are missing a reference, do you have an exposed parameter that is not properly setup?

#

what is the line of code that is from?

worldly field
#

all good, a close and restart fixed it 🙂

dawn jolt
#

interesting

worldly field
#

it didnt reference any script or specific code

#

and double click error took me here

#

no idea but restart got rid of it 🤷‍♂️

rapid ferry
#

any suggestions on increasing readability here? when modifiers are generated theyre all getting adding into a single text mesh pro. i dont really want to skip a full line between mods cause I feel like maybe that's too much space wasted. is there something else i can do?

#

i know theres a lot of space in the image but there will be 5-6 mods and no real room for space skipping

gloomy dome
#

Looking for advice with my current mobile project, I'm not sure if I should put the time into making a Infinity Scroll for my UI. My current project will have scroll menu that will show every item the player owns in a list. This list can be 100-200+ items at some points. I do plan on adding a object pool for reusing assets across different menus and list. This is for a mobile game, the game itself is pretty simple. Should I put the time into a Infinity scroll? Is the performance loss from 100-200+ items not enough to warrant the time?

jagged monolith
#

The main issue there is the background as I see it @rapid ferry

#

You should add a darker overlay on top with some opacity to make a less noise background for the text

pseudo apex
#

@gloomy dome An infinite scroll takes no time at all really, if you wish to make mobile games, you really should put time and effort into making this.
And 200+ items is nothing if you use gameobject pooling, as in instantiate all game objects on load and when you need them you populate them with the assets and place them in the right position.

#

I don't even know if you need the pooling TBH as long as you always have them in the background, but maybe inactive.

hushed bolt
#

@rapid ferry Decrease the Alpha of the inner section with bars. If you isn't a separate image, make it.
Shorten sentences to fit one line and add more line gap.Ex: Enemy healthb +15%
Increase size of colored text.

gloomy dome
#

@pseudo apex Thanks I'll put the time into making a infinite scroll, I am okay at best with programming (still learning). Do you have a good place for me to start? Also I am using unity grid layout, will I be able to still use it or will it cause issues?

sweet pond
#

Prolly not the best place to ask, but anyone got experience with TMP Text assets?

#

I'm stuck trying to find the width of a given string. There's plenty of resources out there for doing that with vanilla Unity, but not much TMP info out there

azure flame
sweet pond
#

Much appreciated. My browser is saying i've been on that page before, not sure how I overlooked that

pseudo apex
rapid ferry
#

good tips, thank you @hushed bolt

rapid ferry
#

The top right is PUBGs map lol

true shore
#

Heyoo. Quick question. Why do all my TMP fields share the same Text Border Value?

#

Solved. They share the same font file

worn fjord
#

Hey guys, I am trying to create a cash register that's mainly a touchscreen for my cooking game. Do you have any suggestions on how to implement this, it's a first person game so I need to show some kind of arrow/mouse icon whenever the player is looking at the register (within a certain distance) and also highlight buttons when hovering over them.

rotund vector
#

I cant move a button in my UI

#

When it's not on play I move it, hit play it's right back where it was

vast wagon
#

Hi, I'm trying to use the UI Builder Package, but apparenly I can't figure out, how to add my built UI to the scene. Has someone any experience with this?

dawn jolt
#

@rotund vector you sure you don't have any code that moves it's anchored position?

#

@worn fjord you'll just have to build a set of invisible triggers or collision for a raycast to detect, then do what you want to do

true shore
#

The scaling box on my healthbar is way too small. How do I change tis size?

true shore
#

Messes with my Scaling pretty heavily

timber elbow
#

that means that children of the GO are going out of bounds.

#

makes sure all of the children fit the parent rect

#

@true shore

true shore
#

But oddly enough the parent rectangle is what I currently have selected

timber elbow
#

that's not odd. That's exactly what I've explained.

true shore
#

Oh I see now

timber elbow
#

go to each children of that rectangle and make sure they fit into it. Then resize the parent rectangle to whatever size you want.

true shore
#

Hmm. Can I just make a new rectangle and assign it as a parent?

timber elbow
#

sure you can

true shore
#

Well, I did that and now I have the same problem, but now with a bigger object

#

@timber elbow

timber elbow
#

🤨

#

what did you do on the second screenshot?

true shore
#

Made the Blueprint box visible

#

Thats where the scaling relates to it, and it fucks up everything. It should be the same size as the outside box

timber elbow
#

wat? You have the same object selected and I don't see any difference in the rect transform...

true shore
#

No, the values are of the inner box in the middle of the second picture

#

When you turn on raw edit mode you can see it

#

But the thing is, that that box is always smaller than all the other things supposed to be inside it

#

Nevermind

timber elbow
#

Ah I see... I've never used that button. Not even sure what it's supposed to do...

true shore
#

I figured it out

#

Its the fucking SCALE

#

So when you scale things, they only look bigger but still behave the same as if they were smaller

#

Which is just so fucking stupid

honest yarrow
#

has anyone used UIToolkit at runtime? currently struggling with getting my text to show up pixel perfect

#

also runtime seems to resize even if i set it to constant size so not sure what's going on with that

rapid ferry
#

hi, im making a shop window, with a grid, i want to be able to right click a button, the right click works so far, but it doesnt behave like the button was clicked, with the button fading/flashing anim when u left click

#

i tried to find infos on that, but it returns only bad results when i use keywords such as play anim right button, it throws me mecanim animations played on button click, which is absolutely unrelated

#

so what i want is make the button visually behave like the left click was clicked

#

because it doesnt show any sort of visuals when the right click is performed.

true shore
#

@rapid ferry Check your Z layer if its not too far behind

rapid ferry
#

@true shore i dont get it. there is no issue with the button visibility

#

i just want to trigger the button default transition when right clicking

#

if there is no way to do that, then ill just create a simple anim that mimic the tint fade (normal color/pressed color)

rapid ferry
#

it seems i can do a button.Select(), that would put the button in select state, and thats it.

#

it doesnt do the anim transition

rapid ferry
#

anyways, i manually change the button highlight color and a coroutine to change it back after 50ms
ColorBlock colors = button.colors;
colors.highlightedColor = new Color(0.8f, 0.8f, 0.8f, 1.0f) ;
button.colors = colors;
StartCoroutine(ExampleCoroutine());

#

that makes the button flash like it was pressed with left button, very dumb solution, and it works.

solid elm
#

how does one make pixel perfect UI images? i've got the canvas scaler set to the same PPU as my sprites, and pixel perfect is turned on, but when i hit Set Native Size on the images, they end up way too small

sterile moss
#

What did you make your sprites with?

#

I don't think I can help because I've not put pixel art in unity, but for a while I was dumbfounded by how small my pixel art came out of pyxel edit

#

Turns out I kept saving this as pixel size 1...

#

Aka 1 pixel was exactly 1 pixel

#

Had to bump that to 16 to get a normal size out of it

#

Could that be the issue?

tall grotto
#

is there something I need to click for the parent canvas to not be inherited? I don't know why this transform changes when I instantiate the prefab in code, but when I drag in the prefab it retains the proper dimensions

#

Here's the structure in the prefab too. Also, I am using unity 2020.1.2f1, and the prefab has a canvas root of those dimensions, but I don't know how to change that. The green portion was the part I was having an issue with, I would be happy to provide more info, the structure itself is fairly involved but I can provide that too if necessary.

tall grotto
#

I was able to figure it out, I added another canvas to the object containing the bar... that was frustrating

peak sigil
#

hey all Im having a little bit of trouble getting started with UIElements. Im trying to create a drag and drop system for an editorwindow, and MouseManipulator.CanStartManipulation() always seems returns false for some reason. any thought to why this would be happening?

#

I can post the code if need be.

pseudo apex
#

@peak sigil Is UI Elements actually released? I thought that was still in very much an alpha stage.

peak sigil
#

@pseudo apex i havent been following the state of unity too much these past few months becaus e of work but im 99% sure its still in preview.

#

Eh actualy its a builtin package now that im looking at it so im not too sure..

thick nacelle
#

Any recommendation on the best way to approach portrait/landscape designs?

For example, I've been give the task to have these 2 distinct layouts when on portrait or landscape. So it's not just a matter of making proper use of constraints... It like completely changes. How would I go ahead and handle this situation?

dawn jolt
#

I imagine if you don't have too much on there, separate canvases wouldn't be horrible

#

and I think using CanvasGroup.alpha is a good way of doing that, doesn't make everything redraw from what I understand

livid tartan
#

How would I go about adding something like this in Unity? Any resources/walkthroughs would be helpful. My google fu is failing me.

EDIT: Didn't know of the term "pagination" ... I'm off to the races now.

floral crow
#

what

thick nacelle
#

I imagine if you don't have too much on there, separate canvases wouldn't be horrible
@dawn jolt I started doing the separate canvases route, but I ran into a roadblock when I actually have an external script that referenes an item in the canvas... so I'm going to have dual reference for each item referenced in external scripts?

dawn jolt
#

so you lose the reference due to it being deactivated?

#

oh wait, I get it, well each canvas should have it's own script, or you'd have two reference properties one for each

#

you could reference the different canvas and have it 'find' stuff based on tags or something

serene ruin
#

Hi, does anyone here have experience setting up a similar UI ? i cant figure out how to make the text bubble not do this weirdness

thick nacelle
#

you could reference the different canvas and have it 'find' stuff based on tags or something
@dawn jolt ok, I was trying to get around doing Find. I heard is not very performant?

dawn jolt
#

@thick nacelle what kind of stuff do you have referencing parts of the UI? Usually the buttons and stuff themselves would hold a reference to a script, so therefore no matter which one you are seeing, switching between them using CanvasGroup alpha and interactable properties, all the buttons would still work

thick nacelle
#

@dawn jolt 👆

dawn jolt
#

yeah, I'd just hold two references and just know which one you are currently dealing with

thick nacelle
#

yes, I can see that working with just 3 buttons. But I can't imagine going this route on more complex situations

sonic frost
#

Hey, I have a 2D game and I want to make my main inventory screen resemble something like this. I have a general idea of how to make the text, but what I'm really wondering about is if there's a way to add that screen curve to the text

#

Perhaps it can be done by applying a fish-eye lens filter or something?

#

Also the scan lines

dawn jolt
#

is this for ui or just seeing things in the world on a computer screen?

#

meaning can you click on anywhere?

#

or do more keyboard stuff

sonic frost
#

This is for UI. It just list the items the player has an probably a button to sell it all

dawn jolt
#

I guess as long as you don't warp the touch areas, you could use some sort of render to texture to do that

pliant crescent
#

I can't figure out my layer sorting in this project I've inherited. does the order of these layers imply any kind of draw order?

#

I tried creating identically named sorting layers but that didn't help.

#

at the moment if I make my background sky and my other stuff UI, the background draws over the UI

#

everything exists within a canvas renderer

frosty pewter
#

Sorting within canvases is dependent on transform order

#

things visually lower in the hierarchy appear over things higher

pliant crescent
#

is transform order in that panel I screenshot?

#

is it the Z component?

#

oh you mean in the outliner?

#

in this setup it still draws over ring, startbutton and lotus, but not over the other objects

#

everything but the background is set to UI, the background is set to sky

frosty pewter
#

It could be a layering issue, but I think that would be specific to what the cameras are rendering

#

If there are multiple cameras one could be rendering some layers, another others

pliant crescent
#

I think there's just one. it's an entirely 2d game

#

oh

#

the background is using the default UI material, the others are using a custom unlit shader based on the UI shader. could that be it?

#

the StartButton is a sprite

#

ring is canvasrenderer

#

lotus is canvasrenderer but it actually shows up

#

it's a bit of a mess

#

I was wrong, lots of different cameras

frosty pewter
#

It could be incorrect shaders, it could be cameras

#

shaders for UI should be using the default UI shader or a modification of it

#

if someone's made some specific shader incorrectly that could break the rendering order and other UI features

pliant crescent
#

that's what I've done with the shaders. they look fine when the background isn't there

#

you know what, you were totally right

#

I forgot to change the queue and render type

#

changing the sprite button to an image fixed that one as well

#

cheers 😄

compact sinew
#

Question: I’m trying to design with accessibility in mind. So far I’m working to accommodate: color blindness, hearing loss, dyslexia, poor motor control, and slow processing time. Are there any other challenges I should consider?

pseudo apex
#

@compact sinew The lack of cheap education for US citizens?

rapid ferry
near nebula
#

how do i get OnPointerEnter and OnPointerExit to ignore a certain UI object?

near nebula
#

nvm i got it

rapid ferry
#

nice

warm mirage
#

Hi guys
For one reason I cant see any TMP UI on my iphone7 nad iphone 6 but everything works in the unity ios simulator.

#

Any ideas what I am doing wrong?

sonic frost
#

My image doesn't seem to scale with the resolution, even though I enabled the scaling with screen size

compact sinew
#

@compact sinew The lack of cheap education for US citizens?
@pseudo apex Public schools are provided for free in the US.

My question was regarding accommodations for individuals with disabilities and providing accessibility.

sonic frost
#

I'm not really sure what I'm doing wrong

#

Or do I have to scale it manually through code
?

dawn jolt
#

@sonic frost are you doing some old school computer terminal?

sonic frost
#

Yes

#

Going for something like fallout 4's terminals

dawn jolt
#

nice, I gotta show you what I did 🙂

sonic frost
#

Text is gonna be curved too

dawn jolt
sonic frost
#

Ooo, in dm maybe?

dawn jolt
#

oh, yah, maybe I should dm

#

but I am working on the curved part too, let me know how it goes

#

this doesn't have anything curved sadly

sonic frost
#

Ooo actually I have a few question about how you did some of the stuff

#

i'll dm

dawn jolt
#

yeah, hit me up

worn fjord
#

Hi guys, I am trying to create a 3d ui that works when the player (using the mouse) but with the crosshair instead of the actual mouse, how could I do this? In the screenshot the mouse does not show up but it only works somehow when the crosshair isn't enabled.
(In short: I want the red crosshair to work as my mouse when I click stuff on my canvas)

bitter wolf
#

Did I hear correctly that UI Elements is now in runtime beta?

pliant crescent
#

something that should be registering a click isn't. is there a way to debug what's under the mouse that's clickable?

#

should this be working?

#

visually it's drawing above everything else, but it's not capturing clicks. an identical script behind it IS getting clicks through it though.

pliant crescent
#

default collider has no size. fixed.

naive mural
pulsar junco
#

Guys comment on UI the new UI toolkit

#

Is it good

#

for runtime UIs

sonic frost
#

Is using a separate camera for UI a good idea? Is it done a lot? If so, what advantages and disadvantages does it have?

dawn jolt
#

@worn fjord you get anywhere with that 3D ui stuff?

worn fjord
#

I just decided to hide the crosshair while hovering over the screen so that the player can use it.

dawn jolt
#

aah, probably a way to do it more like how Doom3 did it, where your crosshair was the 'mouse' on the 3D screens, but you'd have to track some other stuff to do so

worn fjord
#

I'll check that out later, thanks for the tip.

cobalt remnant
#

is there a better way to make filling gradient other than just making a sprite and using the Image component?

dawn jolt
#

you can do shaders with UI @cobalt remnant , what are you trying to do?

slate heart
#

Can I get some feedback on this layout style for my inventory? This is just a quick mockup but it's kind of what I'm going for.

abstract summit
#

I like it. It fits the theme of the metal weapons.

slate heart
#

Anything jump out at you as far as what I should improve?

#

I mean icons or text on the tabs, of course

#

But other than that

cobalt remnant
#

you can do shaders with UI @cobalt remnant , what are you trying to do?
A gradient Healthbar, but a smooth one, like for example with Fill in Image component

unreal drift
#

@slate heart
Maybe you can change text font with a pixel one.
The design is not detailed... There is a big difference between what we see behind and the layout. You can add some grain and more light/shadow effect.

slate heart
#

"change text font with a pixel one."
This is great advice, and so is
"You can add some grain and more light/shadow effect."
But I don't know what you mean by
"The design is not detailed... There is a big difference between what we see behind and the layout."

#

Do you mean it needs more pixels per unit?

#

Like thinner borders and whatnot?

unreal drift
#

Yes, when you see the design of the car, and the design of your UI, you see a big detail difference. The car is more detailed than your UI.
An other idea: add some metal reflection.

slate heart
#

Ah gotcha. This is mostly because I purchased the game assets but I'm drawing the UI. I'll try to work on it and get it looking better

rocky ermine
#

um anyone how can i make a ingame browser like in gta v

pseudo apex
#

like, actually working or just UI that looks like a browser?

swift grove
#

My Mask component (for a scrolling list of items) is doubling my draw calls. Is this an unavoidable cost of using the Mask, or is there a practice I'm missing?

silver cypress
#

The character isn't final, as well as the purple temp icons

#

The rest is tho

silver cypress
#

Also, here's a map screen. All screens show the quick character menu.
The map itself is temporary, but the map viewer can pan with the mouse, and you can zoom with the on-screen buttons and mouse wheel

pseudo apex
#

@silver cypress You can probably remove the item icon behind the item if it has an item in the slot.
The purple behind the character is a bit much for me personally.(yellow on purple is not great for people with some forms of color blindness)
The health and the damage have the same color, which can be a bit confusing in the long run if you want to make it very user friendly.
I don't get why there are 3 card summaries with the same icon.
The fact that the map has a completely different art style than the rest of the game is throwing me off a bit, but this is not unusual for games.

silver cypress
#

@pseudo apex The map is just a placer holder.
I was also kinda put off by the username color so I did a 'quick fix' but It still doesn't feel quite right.
As mentioned above, the purple icons are place-holders. I had them set to white, but it was too distracting so I changed them.
Also, the player-background color is going to be a faction color that the player sets, so it's color doesn't really matter here.. Though I kinda forgot that I should probably put something behind the Gold stat so that it will be more readable.

#

For now I did this for the username, but it still doesn't feel right

#

No matter what color I set it to it feels off

pseudo apex
#

You should probably keep the text color consistent with the rest of the game, it makes it much easier to read, for example, you got icons in different colors that symbolise your stats, the text doesn't need that color since people might go closer to the screen and go "whaaaa?" instead of just seeing the icon and clicking the plus sign
An icon is there to make it self explanatory.
Speaking of the icons, they seem to be a bit out of focus or something, like the coins on the purple background look a bit glitchy almost.
Might be unity playing a trick on me though

#

Color is such a scary thing in games since so many people are color blind in some way...

silver cypress
#

Might be unity playing a trick on me though
@pseudo apex That's because of the canvas scale and how small the preview I'm working with is.

pseudo apex
#

Ah.

#

Did you try having the text and numbers be the same colors as the icons inside the inventory for example? and leave the icons colored.

silver cypress
#

It's just like that because I'm previewing in a small window in unity.

#

Did you try having the text and numbers be the same colors as the icons inside the inventory for example? and leave the icons colored.
@pseudo apex No, I'll try that.

pseudo apex
#

is this on PC only or other platforms too?

silver cypress
#

Also, about the color.. What color should the Attack icon be vs the Health..? The attack is a slight orange atm but it's hard to tell

#

is this on PC only or other platforms too?
@pseudo apex Just PC for now. I wanna make a mobile app but that'll need a whole new UI, but on a tablet the UI will probably be mostly the same.
(I wanna finish one thing before I work on another :P)

pseudo apex
#

I personally would not put a color on it, since I like it kind of uniform, but I would make the icon bigger to make it easier to see it and have the text show only if I hover over the icon for example

#

(or long press for mobile apps)

#

you can probably fit all the stats on one row if you do that

#

you could also have a info sign on the icons or something if you wish to display like detailed info regarding the stats

silver cypress
pseudo apex
#

nah, just a sec

silver cypress
#

:x

pseudo apex
#

does the plus and minus dissapear after accept is pressed?

silver cypress
#

Haven't decided yet, that part is NIY but I was thinking I'd have them grey-out if you don't have points to spend.

pseudo apex
#

And then only have the text show when you hover or click the icon

#

or even above the icon

silver cypress
#

Not really a fan of that tbh..
I barely have enough to fill the screen as it is, though having the +/- under the text would probably be better, but I like having the Text there.

pseudo apex
#

do think about the fact that if you have the buttons under, and remove them, you might need to adjust the frame to make it look good

#

otherwise it's just gonna be an empty space :p

silver cypress
#

I'm currently using a custom Grid Layout to sort the stats, so they would auto-center depending on their size

sly vine
#

Hey, I have a really basic question about photoshop. How do I restrict the mixer brush tool? I'm trying to mix two colors on the very edge of a my picture but when I do so my paintbrush smudges over into the transparent background. I don't want to use a smaller brush because that would take ages; there must be an easier way. Idk if this is the chat for photoshop...

pseudo apex
#

You are probably in the wrong discord for that my friend.
Have never touched PS. Some people in 2D might help you.

sly vine
#

Ok thanks anywyas

pseudo apex
#

Are you going to have a lot of stats potentially @silver cypress ?

silver cypress
#

No, not many. I'm not sure how many I'd have but I think six is a good number to plan for, which is why I have the purple placeholders.
I want a Stealth stat and maybe charisma as well.. Haven't decided on the last one yet

pseudo apex
#

Ah, okay, but then you probably don't need to display it vertically at least.

#

I was thinking having stats on the left and inventory on the right, but if you only have a few stats, then there is no need really.

#

I do prefer the grey text though

silver cypress
#

I really don't :x
I like having lots of color.. Do you think it looks bad or do you just personally like the grey better?

#

@pseudo apex

pseudo apex
#

I have a brother who has a very hard time with colors, so I tend to do minimalistic designs and focus more on shape than color for my game.
I try to compensate with fun gameplay instead of very colorful displays personally.
I don't think either "looks bad" I just prefer it a bit cleaner.
But this is just my opinion, you should ask many people to get a general idea.

silver cypress
#

Oh okay.

ripe relic
#

is there a setting a missed to keep TMP InputFields from "sliding" text left and right oh so slightly? but enough to F with my design.

ripe relic
#

in the link i have a video explaining the issue a bit better

cobalt mural
#

How do you change opacity on a 2d sprite shape through On Value Changed on a slider? (don't know if i'd ask here so i'll do it anyways)

#

nvm found out

glad citrus
#

Can I find RPG Magic Icons for free ?

proven kite
#

I'm making a mobile game and using the Unity tester on my week old iPhone. I have a TMP text element that in the editor displays smoothly and looks good, but when I look at on my phone, its all pixelated like I'm using the normal text UI. How can I fix this?
is it something with the post proccessing?

stuck crescent
#

So i've added this background frame to my text, so it follows the size of the text, thanks to the vertical layout group and content size fitter the current image is 32x32 pixels, it sits just like it should

#

but if I add an image with a higher resolution, it suddenly ignores the padding, how can I avoid this?

rich mantle
#

how can i switch the position of a ui content with another ui content within a vertical layout group? it doesnt seem like i can change the rect transform of the inside contens

#

nvm. solved it

silver cypress
#

I need help designing a trading ui... This is what I have so-far- the idea was that I'd have the player and shop windows to each side and then throw something in the middle that lets you know how much you're gaining/loosing on the trade (i.e even if you're selling a lot, of you buy something expensive you might find yourself at a loss and the text would say something like -368G)
https://cdn.discordapp.com/attachments/493511718870319116/748220875257413742/unknown.png

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I like the idea, but it just doesn't feel right to me... Not sure what I should do instead though :x

silver cypress
thorn citrus
#

Is there a way to NOT really render a camera, and still have it usable for EventCamera & canvas purpose ?
I have a worldspace UI (that's thus not aligned with the player's camera) and I'm using a secondary camera rendering only the UI layer as that canvas's EventCamera. It work well, you can click on everything as if your mouse cursor was actually in-game.
The problem is that in-editor I can set this fake-ish camera to "Display 2" and it cost nothing, but that doesn't work in-build.
It does work in-build if I set it to "Display 1" and manage the Depths, but then it eat a bunch of FPS (despite not having much to render and after disabling pretty much everything in "Custom Frame Settings").
What do you need to do in-build to have ... whatever's happening to a camera set to "Display 2" in-editor that make it cost nothing but still send canvas events correctly ?

thorn citrus
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Well nevermind. Turn out you can turn off a camera completely and it will still work as event camera somehow. Shouldn't have eliminated a potential dumb solution just because it would have been too dumb.

pseudo apex
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@silver cypress just make the summary of the transfer in the middle and instead have just an "accept trade" button in the middle (Almost like a receipt?).
So the player can transfer items back and fourth between the two inventories by just dragging or clicking and then just accept the trade. You could implement so that some shops only buy and some shops only take certain items, just grey those items out for example. 🙂

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It's a very fast UI, I think that's how the Divinity games do it if I'm not wrong.

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You could literally only have a text saying "- or + Gold" and have it switch between green and red depending on the outcome

dusky yarrow
#

Question: When I add new UI elements to a prefab, why does unity always add random stupid ass overrides on those elements in the scene?

pseudo apex
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I don't follow.

sly plinth
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im new and would like some help making a game 2d or 3d dont care

unique nacelle
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start with some tuts @sly plinth

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easier the better

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anyone have knowledge in building Chromium UI to use with Unity?

sly plinth
#

tuts?

unique nacelle
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Tutorials, sorry haha

sly plinth
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oh i was looking for one for a player they dont seem to work\

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do u have one that would???

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its for basic movement

unique nacelle
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learning is really connecting the dots. But as a newbie you have no dots to connect. If I were to relearn Unity, I would

  1. Do a simple 3d game in Unity: https://www.youtube.com/watch?v=IlKaB1etrik
  2. Read and write down as much as you can, learn wordage you are unfamiliar with.
  3. Do step 1 but find a harder one.
sly plinth
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thx

unique nacelle
supple kernel
#

May someone help me about scaling something responsivly in my scene ? I'm hard banging on it 😄

viscid flicker
#

Is there any way to tile a sprite ? I need a grid background for an UI.
Edit : m'kay found it.

silent copper
#

Anyone able to tell me how to add a callback to a simple button press in UI Toolkit runtime?

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Do I need to reference the UIDocument component somehow?

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Maybe I'm missing something in my assemdef

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ah, I was, never mind then 🙂

frosty imp
#

Hi guys. Working with HDRP and shader graph, I'd like to create a custom shader working with Screen Space - Overlay. Any pointer to help me with that? I can only make it work for Screen Space - Camera currently. Thanks !

faint finch
#

Hello, does anyone know how to make a radial menu when you hold a UI button?

unborn sun
#

Anyone ever had issues with image texts, where if you go to fullscreen, the image gets blurred?

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I have a webgl project, there's an image with transparent background and some text. The user can go fullscreen. When he does, the text gets blurred. Or rather, the image gets blurred.

pseudo apex
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@unborn sun I think you can do this with shaders...

unborn sun
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shaders? I need shaders to make my text look consistently sharp??

pseudo apex
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Oh shit, misunderstood massively, sorry. @unborn sun
Are you using TMP text or standard?

slim igloo
#

anyone know how i can create a circular button?

unborn sun
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I tried with TMP text and an image with the text

slim igloo
#

Trying to make a round pause button

unborn sun
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@pseudo apex both doesn't work

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TMP text solves the blur problem without fullscreen. When it goes to fullscreen it blurs as well

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image is not blurred without fullscreen either. Only blurs on fullscreen. Normal text is broken, I don't even know why it's the default. It's blurry by default lol

unborn sun
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I figured it out! It's a bug on Android Chrome indeed! It doesn't happen on Android Firefox!

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T_T

exotic iris
#

lets say i instantiated a label like this:


    void OnGUI()
    {
        GUI.Label(new Rect(10, 10, 100, 20), "Hello World!");
    }

how can i now edit its contents?

frosty pewter
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it's not instantiated like that, it's rebuilt every time the UI repaints

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so you just change the string

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but this is the very old way of making UI, it's generally only used for debug UI's and the editor

exotic iris
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its for debugging

ripe relic
#

Any way of hiding the canvas that leaves it enabled, even if invisible, leaves it prone to dirtying, which can reduce performance.

what does dirtying mean in this context?

silver cypress
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Really need help with this character portrait. Not sure what I should do here...

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Here's the entire page, for a visual reference

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I keep fiddling with the portrait but nothing feels right

silver cypress
median iris
#

Hey, is there a way to make a TMP Input Field fit its content by using only ContentSizeFitter? It seems like a simple thing but I can't get it working

rapid ferry
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@silver cypress that looks awesome!

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also maybe for the character portrait add a ground they are standing on?

silver cypress
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also maybe for the character portrait add a ground they are standing on?
@rapid ferry This is just the Home screen, there will be a separate screen when they are traveling

rapid ferry
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Oh sorry @silver cypress

silver cypress
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Also, nice username SataniaThumbsUp

rapid ferry
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Thanks <3

fervent rapids
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@silver cypress first of all, let me tell you that looks absolutely amazing. But personally i would make it so every stat value has its own container

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but that's how i would do it, so its consistent with the rest of the rest of the design

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the stats under the character look perfect, but the ones on the right could use that imo

silver cypress
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@fervent rapids I think I understand what you're talking about... right now I'm working on a character creation menu, but I'll def look into that later! :D

silver cypress
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Currently working on a character creator... Here's what I have atm... Looking good so-far..?

rare galleon
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in hdrp how do i make my world space ui elements be always visible (i.e. no depth testing)?

silver cypress
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@fervent rapids This is for a different page, but is this what you were talking about..?

fervent rapids
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@silver cypress precisely, that looks really good

silver cypress
fervent rapids
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@silver cypress i think it'd look great if you anchored the add/remove buttons of the stats to the right of each container

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honestly this looks great as is, i'd keep it like that

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if only for that little detail

fervent rapids
silver cypress
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@fervent rapids From what I can tell, that's a ship builder for a space game or something similar?
Honestly, it feels really empty.
The style is really clean with the darks and blues, but the whole thing feels pretty vacant. Unless you're under design limitations, I would try and put some kind of background to occupy the space a bit. Maybe some labels or other text as well to help the user understand what they're looking at, and so that random people on the internet will have an easier time knowing what they're looking at.
Beyond that, I really like the colors (I'm a dark-theme loving human)
Not sure if this helps at all though- <3

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Also I already thought of the alignment thing, and I'll fix it eventually...probably.

ripe relic
#

is this the only to visually organize the hierachy window? empty game objects?

frosty pewter
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You can tag them as EditorOnly and they won't be included in builds

fervent rapids
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@silver cypress oh yeah, i agree with you on the background. I got a flat colour right now, but that's a placeholder, since I'm gonna put a lot of work into making a good looking space background. About the labels though, the inventory tab could use them i think. (maybe give a summary of each block category, like armor, shields, etc)

noble cradle
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I'm playing around with the UI Builder, does anyone know what the greyed out elements in the hierarchy signifies?

fervent rapids
frosty pewter
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@noble cradle They're a part of the above control

zealous ether
#

Since updating to unity 2020 my canvas isn't interactable? I have interactable turned on, it's raycasting, all the usual stuff that have been working flawlessly for the past 2 years suddenly doesn't work.

Anything that changed that i need to be aware of?

azure flame
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Check that event system present and active

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Also for any post update UI weirdness you may want to reset layout to default and recreate it again. Helps with stuff like broken gismos.

zealous ether
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Ah I see, thanks!

azure flame
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Also raycasting component is on canvas (Graphic Raycaster)

zealous ether
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It was just the event system. Thanks! it'sworking now

primal iron
#

Hi hi ☀️
I'm currently trying to recreate a menu navigation based on JRPG's. Essentially you navigate with your keyboard to select the options and there is a cursor image next to what you have selected.

The approach I have right now is I have navigation set horizontally with Unity Buttons and the EventSystem for controls. Also the buttons have a script attached with an OnSelect function overridden from Unity so I can set from the currently selected button the position of my Cursor sprite.

My problem with this is
1: Alignment is pretty difficult.
2. Doesn't seem very easily to scale. Lets say I want to make an whole inventory with 20 items and navigate the same way. The system wouldn't be so generic to do so.

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If anyone can help me in the right direction or know any video's or articles about this that would be very appreciated 🙂

heady sluice
#

Hey, what's the name for the UI that comes before the main menu (normally has something like press any key to continue) in some games called.

pseudo apex
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I don't think there is a defined actual name for it. @heady sluice
Some people call it a splash screen (since it's loading and just requires a keypress when it's done).
Some people call it an "intro screen".

heady sluice
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Okay, thank you @pseudo apex

formal scroll
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howdy

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in Unity are the UI elements considered part of the scene graph?

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or are they separate? (overlayed with the rendering of the scene graph, thus not really part of the scene graph)

pseudo apex
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Can you place UI Elements in the world space?

uneven sun
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how do i make a textmesh pro text work with ui buttons

pearl briar
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in Unity are the UI elements considered part of the scene graph?
@formal scroll they’re part of the scene. Generally you need to put them on a canvas which is in the scene hierarchy.

vocal tree
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how do i make a textmesh pro text work with ui buttons
@uneven sun add a button component to the textmeshpro text

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or make a button and delete the text object in it and replace it with text mesh pro

uneven sun
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oo thanks 🙂

rapid ferry
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Can you place UI Elements in the world space?
@pseudo apex set canvas mode to world space

pseudo apex
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@rapid ferry I mean UI Elements, not the UI game objects.

rapid ferry
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Oh?

pseudo apex
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the ones using something that looks like CSS

rapid ferry
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Oh

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Idk then

idle pond
#

Is it possible to have same UI for both 4:3 and 16:9 aspect ratio ? Or I should made different versions ? Because 4:3 is so weird 😄

rapid ferry
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when i use a scrollrect, if you start scrolling on an object it doesnt count as scrolling, what can i do to fix it?

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at the moment, it only scrolls if i use the background

fervent rapids
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@rapid ferry have a transparent rect that acts as your scroll area

rapid ferry
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i do @fervent rapids

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with the top having the scroll rect with scroller as the content

pulsar mango
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but i want to import it to unity without the background

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how would i do that?

frail jewel
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Did you make your effects on a different layer?

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to the background

pulsar mango
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dude it's the default background

frail jewel
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then er, you did it wrong.

pulsar mango
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-_-

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even if u use chroma key in after effects

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it will stay black when exported

frail jewel
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is after effects a photo editing software, like photoshop?

pulsar mango
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video effects software

frail jewel
pulsar mango
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ill try

jagged monolith
#

In Photoshop I would just do Select>Colour Range

pulsar mango
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didn't work

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this engine sucks

jagged monolith
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Yes that is the logical conclusion here

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Did you try searching for how to export out of AE with a transparent background?

shut olive
#

I'm having some trouble designing ui objects, any tips/tools that can help me?

azure flame
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This is too broad of a question, you should clarify what do you mean. Is it layout, is it art style, shading, color, etc.

shut olive
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I'm trying to create like a button design, so I think layout/art style

rapid ferry
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Use good the canvas, you have that fix the button

rapid ferry
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wdym @rapid ferry

sand prism
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your button triggers are too large for the button you want, clearly @rapid ferry

rapid ferry
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yeah

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idk how to make it smaller

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@sand prism can you help

sand prism
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@rapid ferry

The easiest way I found was just to make the button a child of an image allowing you to resize the button without resizing the image.

If you just want to make the selectable area bigger add text as a child of the button.
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easier to google this stuff so you're not having to wait around dead channels

rapid ferry
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wha

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ohh

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the issue was that the text width and height was larger than butotn

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button

rapid ferry
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@rapid ferry Why Ping? Can help in saomething?

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sorry i fixed it

noble cradle
#

Anyone here played around with ui toolkit and can explain how a instance of existing uxml would be constructed?

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I'd prefer to have a public UXML or something that I can add to whatever I need

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Please @ me if you write (:

noble cradle
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If I've understood correctly I should be able to make an instance of a tree:

scrollViewTemplate = scrollViewInstance.Instantiate();```
Get it, and add it to another element
```curScrollView = scrollViewTemplate.Q<ScrollView>("scroll-view-instance");
characterParts = rootVisualElement.Q<ScrollView>("face");
characterParts.Add(curScrollView);```
pulsar mango
#

guys i want my button to be scaled a bit

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when highlighted

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any one know how?

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i want it to be animated

plush holly
#

Did anyone worked on 3D text ui ?

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3D letters and such

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Hm i saw something online about text mesh. Will have to try it later

jagged monolith
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RectTransforms have way more attributes than regular transforms

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Shouldn't the anchors be 0 and 1

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It depends on the behaviour you want for the object. but try 0.5 and 0.5 for both

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Can you share the whole code where this happens?

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not the position

jagged monolith
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In the forum post I shared someone had a tip to use the animator to debug what values are set on the recttransform, maybe try that

feral holly
#

Hello, uh- I have my textures right here but when I insert them into my model it says there's no materials and the area where the texture should go turns pink? ;v;

haughty mirage
#

Does anyone know of a good UI asset for a racing game, or reach out to me if you'd like to work on it

slate dagger
#

how do i change ui element's color with script

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i don't think its even possible

long linden
#

Any recent tutorial or method to use particle system in UI Pls

ember tartan
#

should a textfield just be clickable and editable in a scene(on a runtime document)? or is there more you need to do to be able to enter text to it? mine doesnt change the mouse to the carret on mouseover nor can I enter text into the field

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(using uitoolkit)

spiral raft
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first ever project ever

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any tips

river rune
#

been googling.. not sure if I'm finding a positive answer, but how do you "deselect" one button via code.. I see stuff on the net how to deselect everything, but not just one button.

old bane
#

Hey guys, I was looking for a way to set the Anchor to the top right like how the presets work, but through code. All the example i've found which set it to the top right end up repositioning the ui element i.e. a button for example. Is there a way to actually set this in code, without the object actually moving from its initial position?

umbral star
#

The viewport on my tmp dropdowns are no longer working. I think its something with the mask but im not sure.

rapid ferry
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I have created a custom UIToolkit element: Popup,
but for some reason, even though it's Title label works correctly in UI Builder, It doesn't render any text when rendered in play mode.

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UI Debug shows it's margins and placement is correct, and the value of the text is also correct.

placid garden
#

Anyone know how to make EventTriggers work on images nicely?

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Right now, it'd be nice if I could press Cancel to remove an image, but it seems that EventTrigger needs a Selectable to work

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If I assign OnPointerClick, and click on the Image, it's fine