batman
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Posts: 30
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Post by batman on Aug 28, 2016 17:37:39 GMT
hello! I am very new at this so forgive me if I am not clear at what I am asking/understanding. In the 3rd person controller we have the Health bar and stamina bar, could it be possible for this Dark Fantasy GUI asset to work for the health and Stamina bar? I am not exactly sure what comes with that asset, if it is just simply icons or not. I know it is not a complete inventory system or anything like that. www.assetstore.unity3d.com/en/#!/content/68828
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Post by jgiroux on Aug 28, 2016 18:14:02 GMT
Hello Batman... are you talking about just using the graphic Orbs (similar to Diablo style health and mana) for your health and stamina? instead of Invectors Bars?
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 28, 2016 18:20:04 GMT
Thanks for the reply! I would like to use all of it, but until they release their inventory system with the next update I am just going to try to use a little bit at a time if I can.
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Post by Chronicman on Aug 28, 2016 22:11:38 GMT
Hey batman, I'm positive you will be able to use any GUI from the asset store(as long as the asset is properly sliced). You would of course have to make sure the img is set to sprite. Ive done this with my game you can take a look here. invector.proboards.com/thread/56/blood-magicI bought a GUI for my game called BurnBlade, and I have modded my health bar and stamina. As for the inventory you should be able to use it as long as they don't use a OnGui void witch I'm 99.9% sure no one uses that any more.
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 28, 2016 22:27:47 GMT
so I should be able to use the whole thing as a skin for an inventory program? Congrats on your game, do you have any tips for how to set those icons in the first person controller?
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Post by Chronicman on Aug 28, 2016 23:26:29 GMT
Yes I don't see why you wouldn't be able to. Id be really shocked if you couldn't. Tips wise I don't think there is any its all trial and error really, depending on your pack seeing what looks good with what. I used allot of custom animations to really make it pop. They where simple to make using the unity animator changing sizes and making things slide. I learned that from DevDogs Inventory pro lol
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 28, 2016 23:53:22 GMT
I actually bought inventory pro before this and really wish they would integrate. I will try and see if I can figure out how to change the skins for the 3rd party controller with the new GUI asset. if I get stuck could I just ask you a easy question or 2?
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Post by Chronicman on Aug 29, 2016 3:15:17 GMT
Well its a good possibility they with add a bridge between the two. With the new 1.4 melee combat it will be much easier for them to do so.To change a GUI sprite you just need to locate the UI, Find the health slider for an example. It will have 3 child objects inside locate the image scripts and change the sprites appropriately to your new sprites .Example health fill will go with your new health fill. You can use this same method for buttons and panels ect. Other then that I can offer you any more advice because it trial and error like I said before. If you do have any other questions Id be happy to try and help you. docs.unity3d.com/Manual/UICanvas.html
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 29, 2016 17:38:54 GMT
Thanks for the information Chronic, I really do appreciate it. I am working on using all the images that came in that GUI icon pack I linked you too and I get the idea about sizing but I cant get it to show on screen. I opened the Demo scene for the 3rd party controller and went into the UI --> HUD --> Health: I added the Icon that surrounds the Health bar and sized it but when I play the scene it does not show. It is properly located with its X and Y Position from the scene building tab though.
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Post by Chronicman on Aug 29, 2016 21:55:03 GMT
Its really hard to tell with out looking at it... Off the top of my head I have no idea what you did to it lol, Id drag a new UI into you scene and try changing one thing at a time and pressing play along the way. If you notice what went wrong I might be able to help you further. you could try making sure: - the alpha color didn't get set to 0 - the UI is enabled/turned on - select UI and make sure the canvas scaling is set properly (render mode "screen space overlay" & UI scale mode is set to "Scale with screen size" - make sure the sale is appropriate so you can see it
PS from how you described it I don't see what you could have done wrong.
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 29, 2016 22:20:03 GMT
Thanks for the tips. I looked to see if I could see any of those things you mentioned but I didnt see them. I attached a picture to see if that gives you any better of an Idea. I made a new canvas object and put it under the HUD. Centered it where I wanted it to be and then put inside of that an icon and centered that as well. When I click play I still do not see anything new, just the prefab scene.
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Post by Chronicman on Aug 29, 2016 23:23:29 GMT
Sorry it took me so long to reply I was making you a small tutorial and I made 3 for you and noticed the mouse courser was not there. So i had to remake and kept on messing up lol.
that should clear thing up for you Btw I dont know how to fix the bubble UI so they wont slide out of the frame... why I never used them
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batman
Junior vMember
Posts: 30
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Post by batman on Aug 30, 2016 2:45:08 GMT
I cant thank you enough, that was exactly what I needed. Thank you so much!
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Post by Chronicman on Aug 30, 2016 3:26:16 GMT
My pleasure mate =} I thought of a possible solution for masking the slider fill with the background Ill test it out see if I can get it working for you. If I can get it working ill upload a video again
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Deleted
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Post by Deleted on Nov 25, 2016 3:52:55 GMT
That would make the inventory system awesome!!! Cool that's amazing you could use different GUI
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