Hello! I am yet another person, it seems, making a Pokemon-esque game using Ork 3 and Makinom 2, and having a pretty good time with it so far, very neat and well designed system! Fun to use, though I understand now why people say the UI system has a steep learning curve. I am enjoying putting all this together though!

I have a question regarding sub-menus/context menus. I managed to make a menu for a party screen with my creatures, and successfully hid the player so it only shows the creatures, but when I select (accept) a creature, I would like another context menu to show up and show things such as Summary, Switch, Held Item, etc. Is this possible? Furthermore, is there a way to get it to pop up near the actual HUD that is clicked on? instead of a static menu screen.

I've tried the HUD Click component, but that also doesn't seem to work with the Accept key which is strange, unsure if that's meant to function that way or not.

Currently I am in the process of making the menu part of the HUD prefab itself and seeing if I can do this that way, but I'm unsure if there's a better way to do this or not. Still new to this and learning a lot as I go along.

Thanks!

~McKinley
  • edited May 17
    If you're using a Group menu part, you can use a Schematic menu item in the Action Menu - the schematic can e.g. show a dialogue and use that as a sub-menu. The schematic has the selected combatant available as Starting Object.

    The action menu can also be hidden, e.g. if you only have the schematic menu item there, you can disable Show Action Box and just have the combatant list available to select one and start the schematic.
    Post edited by gamingislove on
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  • Cool, I think I've got a start up and running. Thank you! Though I'm now having an odd issue with the Group setup you mentioned, I have it set to "Multi" which explicitly states both Battle and Reserve boxes should pop up and they use separate UI boxes, which I have created. Everything works and looks good in the hierarchy, except, for some reason, my Reserve UI Box is perpetually inactive, unless I manually activate it, and I can't figure out why its doing this. I've gone through tons of settings hoping something would change this but it doesn't seem to. Made sure the prefab isn't set to inactive. Is there a specific setting besides "Multi" I need to get it to show up? I can send screenshots if necessary.
  • Well, this depends on the current active action of the group menu, i.e. if it's something that allows switching combatants (e.g. changing battle group). For actions like starting a schematic or opening a menu screen with the selected combatant there is no functionality in the 2nd group box.
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  • Ah okay. so the issue then is that I'm opening a menu screen or running a schematic (I've tried both to open the context menu I want).

    I'm super confused then though, what is the best way to go about what I'm trying to achieve here? I have 2 groups I need sort of separated, like different UI boxes: Battle, and Reserve. But now I'm not sure how to get both to show at the same time, in different boxes hopefully (because the second slot for Battle CAN be empty, so I can't just display all the creatures in a regular column, and also have an openable context menu for selecting the creatures. I'm not seeing a way to filter Group menu part by being able to choose whether to display battle or reserve, unless I'm blind. Sorry for such a broad question, I'm just super stuck.
  • Well, menu screen or schematic actions can either display the battle group only or the whole group (i.e. battle group and non-battle group members). There's the Use Whole Group setting for this in the action menu's menu items.
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