Fullscreen "Continue Button" with Speech bubbles
Posted: Wed Jun 01, 2016 10:16 am
Hello Pixel Crushers!
I discovered the Unity Dialogue System asset recently and I'm still learning how to use this fantastic tool.
I'm working on a mobile game with dialogues obviously and I'm using the Speech Bubbles UI. After some research I figured out how to properly integrate to my project the different speech bubbles prefabs and I've even added a new "Continue Button", which wasn't here, to let the player chose when he wants to continue the conversation and switch to the next dialogue.
For a better UX as I'm working on a small screen (mobile) game, I'd like to get that continue button be fullscreen and I don't find a nice way to do that.
For now I've two "Override Unity UI Dialogue Controls" speech bubbles canvas in my two sample characters GameObjects. The problem is that the canvases have a World Space render mode and a small size to follow the characters when they move (the essence of the speech bubble I may say) which is fine.
I could move my two buttons in the "global" Canvas I use to display the others elements of UI, but It breaks my heart to separate the prefabs from their continue button which are intrinsically linked by the Unity Continue Button Fast Forward Script and its typewriter effect property .
So does someone could you help me making a transparent button as big as the screen still contained in the canvas bubbles prefabs that are only a small part of the screen?
Thank you in advance for your help and/or suggestions!
I discovered the Unity Dialogue System asset recently and I'm still learning how to use this fantastic tool.
I'm working on a mobile game with dialogues obviously and I'm using the Speech Bubbles UI. After some research I figured out how to properly integrate to my project the different speech bubbles prefabs and I've even added a new "Continue Button", which wasn't here, to let the player chose when he wants to continue the conversation and switch to the next dialogue.
For a better UX as I'm working on a small screen (mobile) game, I'd like to get that continue button be fullscreen and I don't find a nice way to do that.
For now I've two "Override Unity UI Dialogue Controls" speech bubbles canvas in my two sample characters GameObjects. The problem is that the canvases have a World Space render mode and a small size to follow the characters when they move (the essence of the speech bubble I may say) which is fine.
I could move my two buttons in the "global" Canvas I use to display the others elements of UI, but It breaks my heart to separate the prefabs from their continue button which are intrinsically linked by the Unity Continue Button Fast Forward Script and its typewriter effect property .
So does someone could you help me making a transparent button as big as the screen still contained in the canvas bubbles prefabs that are only a small part of the screen?
Thank you in advance for your help and/or suggestions!