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Here you can set several in-game GUI options and freely use the information in your own GUI scripts.
It is HIGHLY recommended that you go through Unity's UI tutorials to learn more about how Unity handles UI elements in version 5+. It can be confusing for newcomers, especially if they were used to the old GUITextures method of handling the UI (before UFE 1.6). However, it is also much more powerful and you'll be able to create better UIs and in much less time.
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).
Create prefabs of your UI elements and assign them to the corresponding fields below. Click Open
to start editing each screen. You will find several custom options including sounds, music, interface elements, and a standard easy-to-use Unity UI editor. Absolutely no coding is required here.
To create your own UI screens, we recommend duplicating a default one then editing 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.
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); }