Here you can set several in-game GUI options and freely use the information in your own GUI scripts.
It's recommended that you go through Unity's UI tutorials and our video tutorial to learn more about how Unity handles UI elements in version 5+.
UI Template scripts: .\UFE\Scripts\UI\Templates\
(any version)
UI Base scripts: .\UFE\Scripts\UI\Base\
(Source and Bundle only)
Screen Fade-in Duration: The default fade time between menu screens.
Screen Fade-in Color: The default fade color between menu screens.
Game Fade-in Duration: The fade-in time from the loading screen to the match.
Game Fade-in Color: The fade-in color from the loading screen to the match.
Round Fade-in Duration: The fade-in time in between rounds.
Round Fade-in Color: The fade-in color in between rounds.
Gauge/Meter: If disabled the game will ignore any gauge/meter calls from the engine.
Use Canvas Scaler: Use the dynamic canvas scaler system (recommended).
Select one of the screens and click Open
to start editing it. You will find several custom options including sounds, music, interface elements; and an easy-to-use UI editor under the hierarchy tab. Each screen has its own set of options and they can be accessed under the inspector tab. No coding is required.
For more on UI check out our video tutorial.
To create your own UI screens we recommend you first duplicate one of the defaults and edit as you see fit (including the UI script). All UI scripts are open source on all versions of UFE, and are commented to help understand the functions.
Add your own screen (UFEScreen) to the game. Accessible by code using UFE.StartCustomScreen
.
New location for Language Options.
Notes:
Open
button. This is useful for Video Screens, where you do not need a preview created..\UFE\Scripts\UI\Community Scripts\
. This script will work on fonts or any other sprite and creates a vertical gradient of the selected colors.Code access:
UFE.config.gameGUI
Example:
void OnStart(){ UFE.StartIntroScreen(1f); }