Week Two Game Jam was all about studying UI within Unity. My group and I decided to focus on the primary UI needed for our Capstone to ensure we used our time effectively. I used Unity's Event System, as I could create a slide feature across the buttons instead of a click. Without the scroll made it difficult to use the controller, as you couldn't tell which button you were hovering above. To do this, I had to code a mainMenuFirst so Unity could know what button I wanted highlighted first on the screen. I then set these to trigger when the main menu opened and the game objects appeared on the screen. Since I used a different back button for the settings screen, I had to repeat the process for a back button as it made the buttons clearer and easier to understand, as the back button will take you back to the main menu rather than return you to the game.
Another new thing I learned was creating a properly working pause and play. Before adding this code, I noticed I could still move my player around the scene when he was meant to be paused. I did not want this as it could cause frustration to the player. To fix this, I set the time to 0. Setting the time to 0 makes it so time within my game will stop pausing everything around him. I then had to set the time back to 1 once un-paused to make sure that when the menu was closed, the game would return to normal. This will be useful for our capstone when we have enemies scenes, and the player needs to pause mid-fight to take a break.
Overall, I improved my coding skills and learned new techniques when it came to a pause screen and scrolling through buttons . I would've liked to add Dylan's assets to see the full effect of the screen, but due to time constraints, we did not have time to add these assets in.
Gameplay Video
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