Getting Started
IMPORTANT
If you're having trouble, be sure to see the Troubleshooting section, as well as the relevant topic pages. If you still have an unresolved issue, be sure to visit the forum at forum.anbsoft.com.
Installation
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Basic Setup
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Creating a controlThis section will step you through the process of adding a simple control to the scene. For this example, we'll be adding a Button control.
The button should now function normally. If clicked, your input handling script should be called. Note that a box collider was added automatically. If you want, you can assign your own colliders. You will find that, for the most part, the process to setup every control is largely the same as the above. To learn more about each control type, see Controls.
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Additional Notes
Making Changes Always remember, whenever you make changes to a control's textures, you must rebuild your atlases for the changes to take effect. IMPORTANT NOTE: If your game consists of more than one scene that contain identical controls, or you have any sprite-based control prefabs, it is recommended that every control you create be associated with a prefab, and then as you make design changes to your controls (such as changing their textures), only make these changes to the prefabs and let the instances of those prefabs in your scene(s) be automatically updated. Making changes directly to controls in a scene which are linked to a prefab will cause the properties you change to "override" the same properties in the prefab. The problem with this is that the atlas builder will skip prefab instances and only look at the "source" prefab, meaning a prefab instance that has a different set of textures than its original prefab will not get updated with the correct UVs and will not have its differing source textures included on the atlas. This is by design so that controls in a non-open scene do not get "left behind" when a new atlas is generated. The rule of thumb is to manage and keep all your control types in prefabs and only modify the properties of the prefabs themselves and not the prefab instances in a scene.
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