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Adjusting Quest Tracker in UI
Posted: Sat Mar 17, 2018 8:45 pm
by pegassy
Hello,
I would like to adjust the Quest Tracker in the UI screen, and I know that it is instantiated in the runtime from the script. However, that makes it really inconvenient to set up and test the anchors, etc. Is there a way to set it up using the graphical UI modification without going through the values in the inspector under Quest Tracker script?
Re: Adjusting Quest Tracker in UI
Posted: Sat Mar 17, 2018 9:26 pm
by Tony Li
Hi,
It sounds like you're using the legacy Unity GUI version of Quest Tracker.
Try using the Unity UI version. If you added the Dialogue Manager prefab from Assets / Dialogue System / Prefabs, it has a child GameObject Canvas > Generic Unity UI Quest Tracker HUD that makes a good starting point.
From your other post (that I'll reply to right after this), it looks like you didn't start from the prefab, but you do have a Canvas child GameObject. So just add the prefab Assets / Dialogue System / Prefabs / Unity UI Prefabs / Generic / Generic Unity UI Quest Tracker HUD to the Canvas. And then delete the QuestTracker script from the Dialogue Manager itself, if it's still there.
To style it, in the Hierarchy expand Generic Unity UI Quest Tracker HUD, and activate the child GameObject named Vertical Group.
There's also another prefab named Generic Unity UI Tracker Tracker HUD Styled that provides more options. It lets you use different text styles for active, successful, and failed quests.
Re: Adjusting Quest Tracker in UI
Posted: Sat Mar 17, 2018 10:44 pm
by pegassy
That sounds wonderful Tony. You are right, I did copy the script from the Quest Example scene. The asset is so vast I am still trying to wrap my mind around it.
Thank you for the great tips.
Re: Adjusting Quest Tracker in UI
Posted: Sun Mar 18, 2018 9:28 am
by pegassy
I have just tested it now. The styled tracker UI looks great. Thank you for the great tip.