2

I'm not aware of a specific term used for this kind of widget in UX/UI design specifically (the way we have names for the hamburger menu or kebab/dango menu) But searching for "cross handle" turns up lots of physical handles with a similar look, mainly for bathroom and kitchen faucets — though you can also get some more general plumbing handles by ...


2

This can be achieved in Godot using a simple Area2D. First create an area2d node as a new scene and add a sprite and a collisionshape2D as children of the Area2D, rename the Area2D, something like Vision_Cone for neatness. Now add the sprite and fill the collisionshape2D with an appropriate shape. Now with the Vision_Cone selected, choose Collisions from ...


2

I found a pretty neat solution using the LineRenderer component with a script which places its positions on a procedural arc. First we need a character. I am using Unity Chan from the Asset Store for this demonstration. Right-click on your character in the Hierarchy and select Effect > Line. Move that new child-Object to where you want the center of the ...


1

Are you sure that Left Marker has an Image component? Double check it, looks like it is the only game object that is problematic. As for the for loop it looks like you could remove the code after the loop and replace it with something that would immediately switch between active and inactive based on the reticleSelect value (just make sure the indexes match ...


1

In this particular context there is no good reason to use one over the other. But in general, there are a couple things you might want to consider: Assigning buttons in the inspector requires no programming knowledge. So when you are working with a UI designer who can't program C#, then you just need to provide them with the methods the UI is supposed to ...


1

I don't have much experience with Godot, so this answer is only about the theory. Think of things in polar coordinates. You can calculate an absolute angle and radius between any object that "sees" and an object that can be "seen". Using the "seer" as the origin of the polar coordinate system will be ideal. The "seer" has a facing angle and can see some ...


1

Here is a simple solution: duplicate another canvas then set this canvas to new camera. You could use this simple script to read the raw_image texture from the target canvas: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CameraTexture : MonoBehaviour { public RawImage camera_texture; ...


1

You need to use an overlay which will allow you to put multiple widgets onto one widget.


1

Usually I just create a class for that specific form. Using your example login dialog above, that might look something like this: [System.Serializable] public class LoginDialogEvent : UnityEvent<string, string> {} public class LoginDialog : MonoBehaviour { [SerializeField] private InputField username; [SerializeField] private InputField ...


1

To change the X and Y values, you need to click the "Size To Content" box under them which will do this for you. There is a function called "Set ZOrder" as well. Get a reference to Self, get the Slot As Canvas Slot then call it.


1

...Well i just feel very dumb now. I was looking for a setting in the inpsector somewhere when all i had really changed was the aspect ratio in the game tab. As for the buttons, I had forgotten that I had added in an image on the main menu right before this problem and the transparent part was overlapping with the button and i went to the image and turned ...


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