Customizing Selector/Usable Appearance

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Tony Li
Posts: 22099
Joined: Thu Jul 18, 2013 1:27 pm

Customizing Selector/Usable Appearance

Post by Tony Li »

I answered an email about customizing the selector/usable appearance, and I thought I'd post the info here in case it's useful to others.

If you're using legacy Unity GUI, assign a different GUI Skin to the player's Selector component, or specify a different style within the GUI by setting the Gui Style Name field. If the Gui Style Name field is blank, it uses the GUI Skin's default Label field. By default, text appears at the top of the screen (as in the Feature Demo example scene) unless you've also added a Selector Follow Target component to your player, in which case the text will appear above the usable.

- Selector: http://www.pixelcrushers.com/dialogue_s ... ector.html
- Selector Follow Target: http://www.pixelcrushers.com/dialogue_s ... arget.html


If you're using Unity UI, there will be a Unity UI Selector Display component to your player. In this case, find your selector Text elements and change their fonts. For example, if you've added the Generic Bundled UI to your Dialogue Manager, then there's a child named Generic Unity UI Selector Panel. You can find the Text elements under there.

You may have also added a Usable Unity UI component to your usable. If so, then the selector will display this component instead (but only for this usable). To see an example, play Examples/Unity UI Examples/SF Example Scene and target Sergeant Graves. To customize this, edit the Text elements under the Usable Unity UI component.

- Unity UI Selector Display: http://www.pixelcrushers.com/dialogue_s ... splay.html
- Usable Unity UI: http://www.pixelcrushers.com/dialogue_s ... y_u_i.html
Arcanor
Posts: 81
Joined: Sun Oct 05, 2014 4:20 am

Re: Customizing Selector/Usable Appearance

Post by Arcanor »

Thanks Tony, this looks interesting. I will keep it in mind in the future when I'm considering custom context menus for in-game items.
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