Yakoob on 18/4/2016 at 10:08
Are you using any GUI helper assets or rolling with vanilla Unity UI
Pyrian on 18/4/2016 at 13:17
Neither, really. Sprites and colliders baby! I spent some time with various versions of Unity GUI and found them all pretty abysmal.
Al_B on 18/4/2016 at 20:57
Meant to reply to this after your update. I much prefer the individual gradients on the tabs you have now - it makes the screen seem cleaner (at least to my defective eyes). I didn't have a chance to try the demos you posted before but will give it a shot if you're planning to create another one at some point.
Pyrian on 20/4/2016 at 04:49
Quote Posted by Al_B
I much prefer the individual gradients on the tabs you have now...
I'm glad you agree. :) Thanks for pointing that out.
Quote Posted by Al_B
I didn't have a chance to try the demos you posted before but will give it a shot if you're planning to create another one at some point.
Plan is to have an expanded tutorial playtest in a couple weeks, and a campaign playtest maybe a month after that. Honestly though, it's quite stable at this point, I could put up a build any time you're interested.
Yakoob on 20/4/2016 at 22:34
Quote Posted by Pyrian
Neither, really. Sprites and colliders baby! I spent some time with various versions of Unity GUI and found them all pretty abysmal.
Interesting approach. I could see it working well back pre Unity UI but I like the new UI scaling/anchoring is really crucial if you hope to support different resolutions/aspect ratios. Plus you can finally distinguish UI clicks so they don't cause double-clicks on entities below UI elements which was my frustration with other UI systems.
Pyrian on 20/4/2016 at 23:31
Glade Raid was started in Unity 4. I looked into the Unity 5 UI stuff a little bit, but the font options - set a fixed point size or dynamically fill a box - were hopelessly inadequate (the former doesn't account for different resolutions, the latter doesn't account for dynamic text), really strange given that the utterly basic Unity solution of having a fixed number of Unity units across the vertical plane is perfect. That alone means that I don't have to worry about resolution much.
Glade Raid supports any aspect ratio 1:1 or wider (although it's principally designed for the 4:3-16:9 range; for instance the main menu background image will have sidebars if you're wider than 16:9). All I really needed to do was position the side bars and hex camera based on the aspect ratio. If you take a widescreen monitor and turn it sideways, though, the sidebars completely occlude the hex map, lol.
I've had a few run-ins with Click-Through; indeed Glade Raid still shows hex map tool tips underneath UI elements, which I've decided to live with. This is largely because the hex map isn't a collider, which maybe I should change. But the basic implementation has the colliders stop the click from reaching other colliders, so for the most part it's not a big deal, just annoying that the Sprite sorting that controls which Sprite is on top has nothing to do with the Z-order that controls which collider is on top.