edited October 2015 in ORK Support
1st. Ork is so powerful yet easy to use, I really really love it!
(I'm a beginner Unity/Ork user :D)

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Hi, I'm making custom GUI follow GiL tutorial here:

http://orkframework.com/tutorial/howto/using-the-new-ui/

It works almost fine but the disabled button in the menu just won't change color when I choose it. My game doesn't use mouse, only controller/keyboard, so player has to go through those disabled buttons to get to the available button.

I checked in the button prefab GiL provided, there's no color for disabled - highlighted state so I have no clue how to fix this, did I miss something?

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I have another question so I put it here also instead of flooding the Support forum :p

In Ork Game Starter there's a cool feature "Call after (s)" I set it to 20 to wait for my game Title appear completely, then the menu will fade in, that's great but the player might want to skip the waiting, so I want when he presses Accept key the game will call the menu right away is it possible and how can I do it?

I did search but due to my limited knowledge about Unity I still can't find a way to do it, I'm thinking about an invisible menu with an OK button that will call the actual game menu but I think there should be another smarter way to do it so, I ask :D hope you won't mind answering me this too. Thank you so much!
Post edited by sofantasy on
  • To answer your second question, there's a Wait for Input step that can make the effect you're after. Have the the event autostart and in it, put one of those WfI steps looking for the accept key (you can also in that node put a time out condition, like 20 seconds), and then have it move on to fading in the title.
    My little chunk of the internet: http://artemic.com
  • Thank you Firrerreo, that looks like the smarter way :D I wil try it :D
  • Yeah, the new UI doesn't support disabled choice highlighting. You could use Choice Icons instead.
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  • edited November 2015
    Ah Choice Icons, oh I like that too, the tutorial doesn't use it so I didn't aware that it exists :D so the problem's solved, thank you GIL!

    Thanks Firrerreo again for mentioning the Wait for Input step, it's so useful, I've just used it to wait for the player to press the accept key after the victory then the game changes music and close Victory boxes etc. :D just awesome!
    Post edited by sofantasy on
  • Awesome! :D There's a lot of super useful little things like that scattered throughout the framework. Many of them get mentioned here on the forums, but I totally did the lame thing one day and literally read through every event node, just to get an idea of what was in there. Wheee....It's perhaps a bit boring, but it did uncover some really cool things that don't get mentioned directly in the tutorials.
    My little chunk of the internet: http://artemic.com
  • I'm following you Firrerreo :D I'm reading them and they give me so many ideas thanks man :D
  • Right? :D I totally changed up the way some of my planned classes were going to work when I found some of the cool stuff in there. Glad it's been a useful read!
    My little chunk of the internet: http://artemic.com
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