Making Custom Menu
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Making Custom Menu
I would like to make a menu using dialogue system and having it hooked up to the save/load function some how. I want this menu to show when I hit ESC during game. I tried following the tutorial and using the quest log menu (I don't know if that's what this is for or not), but it just lost me mid way. I need some serious help and I don't think it's that complicated! THANKS!!!!!!!!! Here's what I have so far.
- Attachments
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- pause_menu_small.jpg (85.84 KiB) Viewed 2729 times
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Re: Making Custom Menu
Hi,
Nice screen!
I recommend using the Menu Template Prefab on the Dialogue System Extras page.
Unlike the FeatureDemo.cs script that's used to run the example scenes, the Menu Template Prefab is designed for real games.
It provides a very generic-looking UI that you can customize with your own background, button textures, and sounds:
If you don't want to show Game Title, you can just delete that UI element.
The nice thing about the Menu Template Prefab is that all the code is hooked up behind the scenes, and it takes care of resuming, saving, loading, exiting, and an options menu.
Nice screen!
I recommend using the Menu Template Prefab on the Dialogue System Extras page.
Unlike the FeatureDemo.cs script that's used to run the example scenes, the Menu Template Prefab is designed for real games.
It provides a very generic-looking UI that you can customize with your own background, button textures, and sounds:
If you don't want to show Game Title, you can just delete that UI element.
The nice thing about the Menu Template Prefab is that all the code is hooked up behind the scenes, and it takes care of resuming, saving, loading, exiting, and an options menu.
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Re: Making Custom Menu
Ok, so it looks good and I starting using it. Here's what I really want to know though. I have one scene for my game. It's open world. So do I drop all this menu stuff into my main scene or do I create a scene just for the menu? I currently have a menu that shows before my game and you can click to start the game. But when I am in game and hit esc to show the pause menu would it access the another scene where I created the menu or would it just pull the scene from the main scene? Because I installed the template menu into my game and it just shows when I start the game.
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Re: Making Custom Menu
How is the menu accessed in game? I want it to show when I hit ESC. I figured this would already be set up. By the way, all the help you are giving is EXTREMELY HELPFUL!!! THANK YOU!!!!!!!!!!!!!!!!!!!!!!!
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Re: Making Custom Menu
Ok, I figured out what is going on...
First I made a playable version and that made things clear.
Loads
1) Unity Splash Screen
2) My custom splash screen
3) My custom start menu screen (click start)
4) Loads new UI start menu you suggested
5) Press start again
6) Loads actual game
So... I see the steps of what is happening here. By the way the pause menu works great in game. It just doesn't hide the cursor after I hit ESC again to close it. I'll see if I can get that to work.
First I made a playable version and that made things clear.
Loads
1) Unity Splash Screen
2) My custom splash screen
3) My custom start menu screen (click start)
4) Loads new UI start menu you suggested
5) Press start again
6) Loads actual game
So... I see the steps of what is happening here. By the way the pause menu works great in game. It just doesn't hide the cursor after I hit ESC again to close it. I'll see if I can get that to work.
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Re: Making Custom Menu
Ok, so I figured the whole thing out... Finally. [SOLVED]
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Re: Making Custom Menu
Hi,
Sorry for the late reply. I just now got online for the morning. If I can help with anything, just let me know.
Sorry for the late reply. I just now got online for the morning. If I can help with anything, just let me know.
- supadupa64
- Posts: 200
- Joined: Sun Mar 06, 2016 9:40 pm
- Contact:
Re: Making Custom Menu
Here's all I got so far. Thanks to Dialogue System I now have a killer start menu. But honestly though the best part is that it works.
Game I'm working on:
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
Website: http://www.RuctionGames.com
Steam: http://store.steampowered.com/app/49682 ... en_Tablet/
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- Posts: 68
- Joined: Sun Aug 16, 2015 3:01 am
- Location: St. Louis, MO
- Contact:
Re: Making Custom Menu
Nice!