Making a Modal Window in Unity
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/gamedev... - Modal windows are a crucial part of Game UI, so let's make one in Unity that's flexible and versatile!
Levelling Up Animations: • Using IK to Improve An...
Tooltip System: • Designing A Responsive...
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Thx
Can u make a video on mod installing system in unity
_declienButton.gameObject.SetActive(!hasTitle); otherwise it will never display the title with information
I adore this channel because it's one of the few that actually goes fairly in-depth on UI, and as an aspiring UI/UX designer I just love to learn more on how to create these things! :p
You should check out the Non-Designer's Design & Type Book.
It's essential to any kind of graphic designer.
I'm trying to learn unity. I'm fluent in HTML and CSS, but those don't transfer well. C# is a completely different beast!
I am grateful for the free content, but please, make those sequences a little bit slower next time!! They are incredibly fast ... So we can get these useful tips for learning ... Thank you!
yes i have to pause almost every second and sometimes go frame by frame looking very closely at what is happening
Highly recommend using a builder pattern for configuring the modal. Much easier to maintain than multiple constructors.
Don't forget that the Dialog Panel must be the last child in the canvas so that it is drawn above every other UI element and blocks the clicks properly
Or draw it on it's own Canvas with a higher sorting order, so you can never forget about it (and you can use it as a prefab in your main menu)
I've created a TON of dynamic content from your videos. I love your teaching style because it shows the theory and methods of making this kind of stuff instead of "just copy paste this code in and you're done!" It's great to learn how this stuff works.
This is probably the most underrated channel on youtube
Sorry this is not easy to follow. At some point it appears that you changed onConfirmAction to onConfirmCallback. Then you have UnityEvents with the callback suffix onContinueCallback, that are never used. Then all of a sudden you have onContinueEvent which I am assuming was the UnityEvent earlier. All this while rarely showing what file you are working in.
Totally agree... I spent a few hrs going through the slow speed of the video, and now totally stucked on what are those. Have you figure it out?
@@unluckyyooo6598 I spent 3 hours so far. Did you manage to make it work?
the way you say, "Welcome, to Game Dev Guide" is really satisfying for some reason.
I really want to learn this but your going too fast and jumping around everywhere in the tutorial so its very hard to follow
Your videos are so well made and really easy to follow! Keep it up!
I good way to add is a transparent background that fill the screen so the player can't click something else while the window is open, and maybe add a button to the background so when the player click it the windows will close
This is really cool but also... Really hard to follow. I've had to go through this a few times and things still aren't quiet right.
Why so fast? And you barely show what you're doing, instead just explaining the concepts without much detail.
There's a problem if I need the video at .5x speed to even have a CHANCE of following along.
yea you can use comma and dot key when it is paused to go frame by frame but that is to slow so i just used a framebyframe youtube watcher where you can set it to larger increments of frames and smaller seconds than the 5 or 10 that youtube does.
Good tutorial but please show the code in the right order. I got stuck for 30 minutes on the continue-cancel- and alternate Callback part because you hadn't shown where they get created and referenced :-)
EDIT: I've now watched the entire tutorial and Unity is giving me 14 context errors that didn't get brought up in the video :-)
Same, I think the name changes from onContinueCallback, to onContinueAction between images!
Although I have decided to leave the gaming development behind me but I still watch your videos. Keep it up.
niceee, i'm finishing the UI for my project and i had to do a different modal script for every different case, but maaan i want to implement this method tho
Just on time :). I love it
Oh my god where were you 3 months agooooo!
Awesome vid mate, as always!
Some of the most engaging presentation of some of the driest topics. Not easy to do.
That UI website at the start was made my a guy I work with! He's recently won an award for it as well!
The picture you used is my desktop background lol
Very good video btw. It's always nice to watch. I learn something and you have a very chill vibe
Been waiting for this tutorial for so long!
you are the best i really love what you do and tnks for the best tutorials i ever seen on youtube
I've a little newbie question : In the ModalWindowPanel.cs, the close() command is not recognized after the Invoke...
This is the header of my file :
using System;
using System.Windows;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using TMPro;
What did I miss ? Thanks for your help.
No
He never showed it. There is also different variable name like onConfirmAction vs. onConfirmCallback at least that's my guess.
This content is obviously intended for Unity experts. The entire video is basically on fast forward. It's literally impossible to slow the frame rate to a point where a rookie can follow what is going on. Bummer because it's potentially very valuable training. Minimally, posting an example project would be helpful
True, I slowed down the video on 0,25x and still many parts were either not shown or skipped.
Love this channel. I always learn so much from you!
I don't really get how Content Size Filter and Layout Element works, documentation is not clear for me, any video-recommendation to learn how both component works? ^^
Is there a way to download the file ? This video is to fast for me!
Yesterday I released video where i said UI needs a to be polished a lot and now this video! great!
5:54 what means "=>" when assigning a variable? I know that this sign used with anonymous functions to quickly assign , but with vars?
guess i gotta dl it and frame-by-frame it ...
Another absolute banger! Great content
insane greatful!
Too fast.
Couple these with Scriptable objects and you will have very powerful UI system.
I love your content
Very nice tutorial, Game Dev Guide! :D
Nice
It wasn't so clear, but are you just rewriting the stuff on the modal window? Like you don't instantiate a new modal window for each message? I guess that makes sense.
Awesome content as always!
Man first of your Tutorials I have seen helpful but super hard to follow you should slow down and when you change variable names mid display say something so we don't spend 20 minutes trying to figure out where we went wrong. Or please have a link to the source so we can examine the code. Otherwise love the stuff can't wait to see more very helpful.
5:58 what does the => mean ? Is that a shortcut for accessors get&set ?
Yep it's a "get" shortcut.🙂
That's called the lambda operator. It can be used in many ways, mostly used to create what's called an "expression bodied property" which is sort of like a method return consisting of just one line of code. One expression. Anything that the compiler can evaluate to a single value result. So in this case, yes, it's being used as a shorthand to create a getter property. But this syntax can't be used to make a setter property because it doesn't feature the "value" keyword for you to use. However you can define a method as an expression bodied property, using any parameters you'd pass into the method signature like normal. I use it for any method that can be evaluated in that single expression limit.
Great video! Super useful! :)
the methode Close(); isn't regognize how can i make it regognize
great content! I hope you'll do UIElements soon. I love using it.
Shouldn't bool hasTitle = !string.IsNullOrEmpty(title);?
Finally a new video!!!!
Great tutorial as always!
Question: are these characters yours or are they from a an asset ? if its the latter, could you share a link please ?
Great Video. You can simplify this greatly just by using UnityEvents from the start. Can't see any real benefits from using actions.
Oh my fucking god, I was wanting to know what these were called for so long. I was googling pop up boxes for ages and couldn't find anything
awesome video!
I think these should be static methods, which just don't do anything but sending a Debug.LogError() when the UI does not exist.
u are so underrated
Will you be doing a video on modulus window in unity?
What should I do if I had a method to assign to one of the actions which required a parameter?
I followed your code but the trigger class OnEnable() always go first and the Awake() in UIController Class go second.
This cause null reference exception at the singleton (not assigned) in the UIController Class.
How did you solve it?
Try changing the script execution order so that the UI Controller is executed beforehand!
@@GameDevGuideWow that was quick!
It solved the problem! Thank you!! Love this channel!
This is a good video, but not a good tutorial. I'm not new to unity in anyway, but there is no way you can follow along with anything being done here and understand how any of these components work, or how you should use them in combination with each other.
yeah if you have alredy made this in the past with looking at another tutorial and trying it out yourself it may be possible to get around the speed of this and the lack of import and code showing, for instance in the ShowPrompt function he has LeanTween.cancel(_box.gameObject). for starters i had to look at another video about tweening and find the library in the description, but i still have no idea what _box is, maybe it is in the parameters of the SHowPrompt function and its just another name for the panel, verby verbose for something that is esentialy panel.setactive(false);
omfg why did you have to fast forward the ui, makes it so confusing and easy to make mistakes
onConfirmcallback = confirmAction
CS0029 Cannot implicitly convert type 'System.Action' to 'UnityEngine.Events.UnityEvent'
What are Close() and Show() ?
It's a method he didn't really show, but maybe void Close(){ //probably SetActive(false) to all UI gameobjects }
You are basically a Mumbo Jumbo, but for unity :)
my modal window is taking few seconds to resize. what can be the reason? and how to fix this issue? if anyone know about this issue please reply
Nice! First to watch. Will try port this over to Godot.
Nice tutorial but way too fast
How will u avoid clicking on buttons repeatedly? Like pressing “continue” 2 times before modal window closes. I think thats the first thing QA will report
You can force the button to disable, and/or remove the callback in the button's method. So that as soon as the button is pressed, it only performs the action once.
@@GameDevGuide I am thinking more of a generic solution for this. Removing the callback might led into confussion when button gets reused. I find myself doing the same logic controlling over the same class if button pressed == button clicked and I was wondering how would you solve it.
@@TheBurriagas why don't you store a counter and if it pressed , ++, then next time in the func check if > 1 then ignore and do nothing ?
Can u make a video on mod installing system in unity
i love this channels but some times is just a...mess, to fast, i cant follow and have to go back all the time.
wtf does "Content" have on it ?? i cant replicate your thing cause u dont show us ... whyyy???
... okay there is literally 1 frame at 4:09 where u click on it, okay, got it, ... jeez dude .. 1 frame ?
speeding up the video is okay, if you then go over every setting / change ... orr if the speed is slow enough to catch and see with a pause ... but .. you never show us Content, only for 1 frame lol which is impossible to pause i frame-by-framed it in vlc
Wait...you're telling me that all this time there was a web page literally called Game UI Database?...
Thank you so much Mr. Guide! ;) Little issue I'm having: how do you ensure that UIController Awake is called before Trigger OnEnable? In my situation Unity complains about instance being null. Not the first time I struggle with this issue and I usually solve this by using events, but maybe you or someone here could tell me a better way to handle this :) Thanks!
Hey, I ran into this issue as well and fixed it by making sure that the UIController is executed first (Edit > Project Settings > Script Execution Order). The issue that we were having is very likely because the Trigger script's onEnable() was being called before the UIController's Awake(). I could be wrong, but this is what fixed it for me. good luck.
@@Khanguyen_ thank you for the fast reply! I found this solution as well but I was hoping that there is another way, since I don't want to mess with the execution order. Guess that is one down-side of using a singleton in Unity. Nevertheless, thank you :)
bool hasTitle = string.IsNullOrEmpty(title); shouldn't be *!*string.IsNullOrEmpty(title); ??
this confused me so much too haha
All hail Google Lens that helped me copy parts of the scripts to my computer.
I now have a cooler Modal window system in my game!
I could have written this system myself but Copy Paste is faster.
I made the modal window panel as a prefab so that I can call if from anywhere in code.
Matt, I need you to stop uploading videos as I need them, it’s creepy 😂
Way too fast and there are jump cut edit everywhere.
I must be stupid. I don't get this tutorial. I'm 3 minutes in and he constantly jumps around frames at 10x speed, adding and removing components off-screen. This is the first time I see this kind of tutorial. Then he says "now we're just going to add rest of our components here" and adds them at 20x speed as if the viewer is supposed to know what the components are.
I have watched through most of the playlist by now and the lessons are great, - and I know this video is 2 years old by now. But I really wish the guy spared a thought or two for people who watch this tutorial video while not already being masters of it's content.
too quick
this is way too fast and half of the stuff is incorrect or incomplete. wonder if everyone who liked it even tried it out
OK, before I go ahead on the vid I'm gonna guess you use some kind of content size fitter
No one:
Game Dev Guide: WINDOW WINDOW WINDOW WINDOW WINDOW WINDOW
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