Many many thanks @Klep.
This really helped me a lot.
The only thing I additionally changed was instead using a shop interaction, I choose an event interaction where I opened the shop.
Thank you :)
Yes. But I am not sure we are talking about the same issue :)
Here a screenshot first:
The green box represents the size (fixed height) of a choice button with no paddings for the content.
The red box indicates my selected line/text alignment -&…
Thanks for the fast response:
gamingislove said: There's the Select First setting in the Choice Settings of your GUI boxes - when it's enabled, you can only accept previously selected choices.
Yes I know that behaviour and it works great.
But what …
ok. so I will try to make a workaround for that.
but maybe the anchor system can be used in ork somehow?
widnig89 said: What I also wanted to mention is, that I do not understand the alignment of texts and icons in gui boxes. Line Alignment: Middle…
ok.
I had doubts that the images will correctly scale on another mobile device with different screen size. but i tested it and it scales with the resolution (like everything else).
Ok. so now the only problem which I have is the BACK Icon, I need t…
ah. I am sorry. I did a lot of changes and trying different things out, so that I forgot to reset a checkbox at the end.^^
Ok. But now I get it, it works when I use Max Click Disance = 0 and Interact on Click enabled. Then the interaction can just …
Here is the problem shown in a picture. If I have a too big icon for the content it automatically resizes the choice to 256x128 (but I have set the height and width of choices to 128x128 in the gui box). Is there a way to resize the icon and fitting…
widnig89 said: But still don't know how to handle bigger pictures in smaller areas (e.g. choice buttons)(I don't think I need to cut the images to the size of each choice button, hopefully)
Is this also an answer to this question?
This is just an example from the web, but it is the same principle.
I would like a kind of stackable menu screens:
* at the bottom row there is the main menu (e.g. inventory)
* the row above you can choose the item types
* and then 1 or two rows …
yes i would like to have a sliding menu at the bottom of my screen (with unlimited columns & just one row so to speak), where a specific amount is visible (due to the size) and the rest can be viewed by sliding with a 'horizontal' scrollbar.
And also:
when I am using icons e.g. 256x256 (sprites) for the menu choices representation, how can I shrink/scale the image to the gui-box choice buttons size?
Thanks,
Hi, I noticed that the search settings does not work right with spaces.
You can reproduce it:
Battle System -> Search for: "No"
Output: "No Combatant Radius" will be filtered and displayed.
Search for: "No C"
Output: Nothing is shown.
I am st…
Did a lot of changes in the meantime, but now changed the value to 20 and on my Galaxy device it works really well now:
GameObject eventSystemGo = GameObject.Find("EventSystem");
EventSystem eventSystem = eventSystemGo.GetComponent();
eventSystem.p…
They actually discarded the touch input module in Unity 5.3, touch input is now part of the standard input module. ORK's input module is based on Unity's standard input module, just mapping some stuff to the ORK input keys you've set up for menu con…