How can I make buttons work like pressing "w" or "d" because I want to make an easy way to move the car in my game, any ideas how? I can use it as two big buttons on the Screen as UI and I will also do a "esc" button so they can go back to the pause menu. I arlready tried and its a script i have to write and im bad at it thanks for help!
I suggest using other buttons than w,a,s,d because these are already used in the InputManager for Horizontal and Vertical.
You can just check if the key for example "K" is pressed and then move your car
if (Input.GetKeyDown(KeyCode.K)) {
//your movement script
You could also create a button on ther UI Canvas and add an OnClick function in which your movement script is executed whenever you press the button on the canvas
Related
I am currently learning flutter and trying out different things. Not too long ago I discovered the app "Reflectly". I wonder how it is possible to create such an "add button" with animation.
Reflectly add button
Two possibilities for implementation have crossed my mind.
With the help of a stack widget and 4 shapes, 2 for the BottomBar and 2 for the button. The button would have an animation and enlarge and also move. However, this sounds a bit complicated for such a button.
The whole thing is a drop menu, but I don't know how to get such a shape with matching animation. Especially, these two things don't make it easy for me to imagine how to implement such a button.
Does anyone have an idea?
You can achieve this by the following
Create 2 different paths. 1 is for the center button and the second one is the custom shape that you wish to see as the output when the button is clicked. Then use an animated builder and change shape when clicked
So i have been trying to create a pause menu for my project, however the resume button is un-clickable (the same i believe for another button on this menu). The event system does not show anything when hovering over this button or attempting to click it.
Screenshot of Event System not showing button object
The button itself is set to interact-able and has the button's image as it's target graphic. The canvas it is also placed on also has the Graphic Ray-caster component attached. I also do not believe that there is any UI object covering the button preventing it from being clicked.Screenshot of Pause Menu UI as seen from scene view to show no blocking objects I am making use of the first person character controller starter asset by unity as well as the new input system.
I am unsure as to what could be causing this, I have also tried locking the cursor of the starter asset inputs.
Any advice would be greatly appreciated.
i'm trying to manage different state of a simple push button on an OS X application : When the user click on it, and when the user release the click.
Currently i set my button type by NSMomentaryLightButton
NSMomentaryLightButton When the button is clicked (on state), it
appears illuminated. If the button has borders, it may also appear
recessed. When the button is released, it returns to its normal (off)
state.
This type of button is best for simply triggering actions because it
doesn’t show its state; it always displays its normal image or title.
This option is called Momentary Light in Interface Builder’s Button
inspector
I thought it was the good way, but when i print my button status, it's like a toggle button than the push button that i set. As you can see on exemple gif
To sum up, How can i have a real push button behaviour ? Call function when the user click on it, and when the user release the click.
Thank,
You don't want to use buttons for piano keys. First, they are non-rectangular, and they don't act as buttons do: neither single-action push-button, nor toggle switches. You are interacting in a custom way, with a custom view, meaning the NSButton control hierarchy isn't called for. Instead you're subclassing NSView and capturing low-level mouse events as detailed here:
https://developer.apple.com/library/prerelease/content/documentation/Cocoa/Conceptual/EventOverview/HandlingMouseEvents/HandlingMouseEvents.html#//apple_ref/doc/uid/10000060i-CH6-SW1
You found this yourself as you detailed in your own comments, but I wanted to make sure you had a higher level point of view. It's even possible, and probably best, to consolidate all of the piano keys into a single view, and let the keys themselves be rendered using NSBezierPath and perform mouse hit detection using containsPoint:
https://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSBezierPath_Class/#//apple_ref/occ/instm/NSBezierPath/containsPoint:
This is a lot more work but the only way to make a truly professional looking piano simulation. Then you can render the keys with whatever outline, fill, and labeling you need without the limitations of built-in button shapes and layout. You could even have the bottom edges of the keys slightly rounded, for example, or apply a shiny texture.
I just want to make a moving button , Is there a way to do that in GWT? Thanks in advance.
BS
Out of the box, you can use a DialogBox to display your button. DialogBox can be moved around, but you will need to display something in a Caption that is used for dragging.
Another option is to use PopupPanel. It can be completely invisible (no Caption), but you will have to implement dragging functionality on your own. The advantage is that a PopupPanel floats on top of all the other layers in your UI.
Finally, you can simply add dragging functionality to a regular button. Just remember to check for the boundaries so that a user cannot drag your button outside of the visible browser area - or obscure some important elements of the UI.
For example: "I create 2 button, one for character to move foward and one for character to jump".
Problem is: when press that two button only one of them can work.
So can anyone tell me how to make that 2 button work together?
One solution could be replacing your 2 GUI buttons to GUI Textures. Textures are placed in a Rect so in your update you have to check if your "touch" event is within one of these positions.
Have a look at:
http://answers.unity3d.com/questions/380681/multiple-guibuttons-at-the-same-time.html
http://answers.unity3d.com/questions/585943/multi-touch-gui-buttons.html
They might help!