I have two buttons in the bottom right corner that are used to open a menu screen each.
Both buttons are inside a single HUD, and both have the following setup:
(If you require more information about the other components, let me know, I didn't post all the details because the image would be huge and I didn't think they'd be useful. The HUD Input Display component is empty, I didn't know what to do with it - see below)
Clicking on the buttons open the menus correctly, but I have two issues I can't solve:
1- I'd like to have a tooltip on each button to show the player the keyboard input to activate the menu (for example, in my case these are C and Esc). I have tried to create an Input Tooltip in Makinom and I have added a HUD Input Display in the game object (as shown above), but I feel like I'm going in the wrong direction here. I've been able to create a ton of tooltips for other things in my game, but I just don't understand how to get the Input Tooltip to work.
2- When outside battles, the player character is moved by clicking on the field (with Nav Mesh). However, when I click on these buttons, the character will still try to move under the button right before the menu opens. I'd like the character not to move when the player clicks on the buttons because it makes the screen move in a weird unintended way. I've tried placing transparent images objects in the prefab to ''eat'' the movement input, but it will either prevent the player to click on the menu buttons or do nothing. Is there any to prevent the player from moving under the buttons while still opening the menus?
1) Yeah, I don't think that's currently possible. The HUD Tooltip component can display tooltips for the content of a HUD, but an input key isn't really content and there's no 'custom' tooltip to just put out anything you want.
2) Add a UI Receive Cursor Events component to your HUD's root game object (where the HUD component is attached).
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The HUD Tooltip component can display tooltips for the content of a HUD, but an input key isn't really content and there's no 'custom' tooltip to just put out anything you want.
2) Add a UI Receive Cursor Events component to your HUD's root game object (where the HUD component is attached).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
As for no 1), no worry, it's very minor. I just wanted to make this because I thought I could haha!
Thank you again!