Hello and good afternoon :) Sorry to be back so soon with another thread but I couldn't find documentation or help anywhere.
So, I've cracked the code of how to put a custom GUI in Makinom and by consequence, ORK. ^^ Added the New Unity UI option, messed around with Schematics so I know where to go and what to modify, even got around to learning how to do prefabs with another tool I was experimenting with.
Now, though, here's the question:
what rules are necessary for a Makinom/ORK Gui Box?In the other tools I used, prefabs
needed specific elements named a specific way so that the software knows where to display portraits/speaker name/text/etc... What are those guiedlines for making a GUI Box for Ma/Ork? I tried looking in the documentation but all I found is this, which doesn't really help.
The different game tutorials also have some UI setup included, e.g. the space shooter UI setup.
As a short overview:
- you set up a prefab for the UI box
- the prefab has an UI Box component attached, which handles distributing the content to different other components (UI Content components like the TMP_UI Content Component)
- the prefab's position and size are where the UI box will be displayed
- inputs (e.g. buttons, sliders, toggles) are set up as individual prefabs, the default prefabs are defined in UI > UI System, each UI box can also override the prefabs (as well as individual content definitions usually also have options to use a different input prefab)
Generally, the scene view context menu is your friend and has a lot of quick setups for all of that: Makinom > UI Box > ... (or Makinom > UI > UI Box if you're not working with the ORK 3 beta).
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