I'd like to create a battle menu transition, however it seems to open and close each sub-menu when moving.
example video. I exaggerated the effect of the fade for testing purposes.

I've also tried turning sub menus on, see video, but then i'm having issues with the game state changing and giving control back to the player while the parent menu is still open.

I see the control maps have a button now that Usable in > While Choosing. However if I disable this, then the player can't move even from the beginning of the game.

Is there any way of making it so the Back button doesn't use the After Close schematic?
  • edited August 10
    How did you set this up - using the UI schematics of the battle menu's UI box or using the status changes of the individual battle menu options?
    The UI schematics would be used by any instance of that UI box opening or closing. The status changes of the battle menu options can also use schematics and are separated for different cases (e.g. accept and cancel).

    As for control maps, While Choosing is true when a combatant can select actions, e.g. when it's their turn in turn based or phase battles.
    You can use a status condition (via the control map's Conditions settings) for this, it offers the Battle Menu Open condition to check for battle menu of the combatant being shown or not.
    Post edited by gamingislove on
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Ah I see, thanks, that's cleared up the control map.

    As to the UI Schematic, I had it set up in the UI Box settings. Understand now how each sub menu uses that.

    Is it possible for a sub menu to use it's own UI Box? For example when I first load menu it has a diagonal background like this // but then when I open a sub menu, the background flips to \\?
  • Yes, the battle menu has options for that in it's Sub-Menu Settings, enable Use Sub-Menu Boxes to be able to select UI boxes for each individual sub-menu.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • OOOH Right, I thought I could only use those with MultiMode, since they were so close to each other.
    Thanks. Always discovering new things.
  • They're used independently of multi mode, as they just define which UI box to use to display stuff :)
    If they where dependent on that, enabling multi mode would have hidden those settings.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Is it possible to stop UI elements from pooling? I'm having some issues with a script that makes unavailable button text grey. It works the first time the menu is opened, but once it closes, or I change something it starts playing up. I'm thinking the pooling is the issue, as the script points to the correct buttons when inspected.
  • No, pooling UI can't be disabled and would cause a tank in performance. Creating UI is pretty expensive ...

    You can use OnEnable and OnDisable functions in your script to manage this - when pooled, OnDisable would be called and when used again OnEnable.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Sign In or Register to comment.