More UI Controller Navigation
This week I took on trying to make sure the UI navigation was response and fix a lot of issues effecting that. The issues included, no detection of a controller connection or disconnection at runtime, poor navigation, and bad polish of using a controller with the menu. I did a lot of research on the most efficient way to determine when a controller is connected or disconnected and came across a super useful Unity event. It can be subscribed to and then code can be ran if a controller is connected, as well as if a controller has been disconnected. The only current issue now facing me is callback issues when changing scenes. I have an idea of how to solve this issue, I just need to spend dedicated time to fix it. The navigation was fixed manually adjusting each menu navigation better for a controller and to remember the UI element in the previous menu. For example, if you press settings to go to the settings menu, then go back, you should be hovering settings again. Lastly, the selected UI element look is really bad at the moment since I've been focusing on functionality. So, I'm working on fixing that so that it looks just like it does when using a mouse to navigate the UI.
Disavowed
Status | In development |
Authors | King Studio, Devon0033, Mike_Sroka, Michael-W-Smith7 |
Genre | Adventure |
Tags | 2D, Action-Adventure, Metroidvania, Unity |
More posts
- Steam Launch!!!Dec 17, 2022
- Coming to a closeDec 16, 2022
- Project OverviewDec 14, 2022
- Steam StuffDec 13, 2022
- Achievement GetDec 11, 2022
- Controls Remapping AgainDec 10, 2022
- Steam funDec 09, 2022
- Boss Music ImplementationDec 09, 2022
- SteamWorksDec 02, 2022
- Callback Issue with Controller SupportDec 02, 2022
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