Hello GiL,
I'm trying to display various tutorial pop-ups with different icons due to mouse cursors and so on. In general it's a lot of sprites and in ORK 2, I could create an item with a sprite in it and then call it in the HUD text as
#item.iconX# and even change it's shapes.
I'm struggling with displaying in the HUD text+icon content even though I have it all setup. It appears I have to only do it through Sprite Atlas and call specific Indexes through text mesh pro?
Right-click a sprite > Create > TextMeshPro > Sprite Asset, then put the new TMP_Sprite Asset in Resources/Sprite Assets folder. Then in ORK, you can temporarily assign your original sprite (not the new TMP_Sprite) anywhere and click "Find TMP Tag" to get the Icon Text Code, which you can now copy/paste in text fields and it should display your sprite.
The Image component of HUD text+icon is different though. That is for displaying regular, non-TMP sprites that you place in Icon fields such as in Status > Abilities > Icon.
E.g. I want to update a lot of currencies (without spawning player) as I have crafting game.
Just a simple UI at the top of the screen.
Now I see the option only in Menu screens but only information that you put directly in them which is not what I want.
You might want to look at the last part of this tutorial, right before the Save Changes section (Information Page 0). Using text codes to add the currency to the menu seems like a good way to do it.
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@gamingislove The HUD Combatant Item part gets disabled when no combatant is found. It should be visible and defaulting Player currency since I'm using group inventory. Also you can't control the update time on the combatant HUDs. Would be great to have attachable script which sets the desired HUD with info into 'updatable' state and you could just control it the way as information menu screens.
Alternatively, you can e.g. use a HUD Player Combatant Content Provider component to always use the player as the combatant. That content provider needs to be used by the HUD Combatant Item component to get the item from the player.
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I'm adding value of 10 every second to a 100 value bar with a 1s wait node. It gets just updated with full values, no smooth transition.
I'm using 'Count to value' option on a status value. In the 'Value Bar Content' of the UI prefab the 'Current Value' is set to 'Display Value'. Tried everything. Even using Display value itself. Ticked 'Real Value Count' on the Status value too. Nothing. It always updated the value by full amounts.
I'm using simple HUD Value Bar change with sprites set up to the fill amount and then using Object HUD that is set to a child that has Add Combatant component.
What is the condition to have it count to the value?
Anyway, the next update will also add fading options to value bars, so you can fade value changes for any value bar, even without using count to value for stats.
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I have to spawn a 'Tick' machine that gradually updates the value so that the object HUD can 'smooth' it out.
The gradual value bar update and HUD update option in next update is something this really needs, is there any ETA? :)
The Add Combatant component does nothing for a HUD :)
HUD content components get their content do display from their content provider components, e.g. their root HUD component, which is set by the HUD setup in the ORK/Makinom editor (e.g. the combatant the HUD is displayed for).
For providing content for HUDs outside of the HUD system, you can use various content provider components, e.g. HUD Combatant Object content provider component to get a combatant from a defined game object or the HUD Player Combatant content provider component to get the player (or a member of the player group).
Next update should be available around end of August.
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I've found out the issue. I used to update the ORK player but also the object itself. While now I was just updating the Player, so wondered why is the HUD not being updated. The combatant object is being used as a sole entity in the world so I need double value updates :)
So, basically like combatant spawners, just the combatant being added to a game object already in your scene :)
Anyway, regardless of the combatant being the only one in the scene, being the player (or player group member) or any other combatant - if the HUD is displayed for the combatant, you shouldn't need any double value updates or anything like that. The HUD automatically updates based on the displayed content.
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