Sign in to follow this  

Unity [UI] Help building a controller info bar

Recommended Posts

Hello everyone. 

I'm developing a PC game with Unity and I have a code design question about the GUI. I'm trying to build an UI system for all my menus in games which gives you the available buttons you can press on this scree. It's like a bar at the bottom of the screen (see pictures attached), which changes every time you change screen and there are different buttons to press. The thing is, I have to switch between PC layout and controller layout. So for example if you plugin a controller it must show you the same actions, but mapped to the controller buttons (see pic ),


and if you press the keyboard or use the mouse it automatically switch to PC actions (see pic).


This kind of bar must be maintained valid every time the gui is on screen and so it should "listen" to all the available inputs and mapped actions. 

First of all: do this kind of bar has a common name (so I can look for example myself)? Do you know if there is well known pattern to implement this?

Thanks guys!

Share this post

Link to post
Share on other sites

Have you looked into Rewired?!/content/21676

It's really useful for input in general, but it sounds like it could simplify your problem too. If you want to swap back and forth from key to controller controls on connect/disconnect, Rewired makes it easy to track.

Share this post

Link to post
Share on other sites

Bear in mind that a UI that changes to reflect the game state is a pretty standard concept - whether that's a set of buttons, or a health bar, or whatever - so you wouldn't expect to find a special name for such a thing. The pattern for handling them is quite simple; when the game state alters in a way that might be relevant for the UI element, you tell the UI to update, and then the elements can query the game state to see whether they need to look different (in this case, switching to showing controller buttons).

Share this post

Link to post
Share on other sites

Thank you guys, sorry for the late answer!

Actually I'm already using Rewired, so I managed to do as cmac suggested.

@Kylotan: you are talking about the MVC pattern I imagine, so yes, I did something like that. The controlbar has a logic and a listener: the listener receives the inputs active at the moment and tells the logic about them. The logic then tells the view (the real Gameobject) to show the buttons icons and labels corresponding to the active actions!

Many thanks!

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By BAG Labs
      Mobile SoS

      Platform: Android
      Genre: Board
      Link: Google Play
      This games sharpen memory and test your strategies to place S-O-S pattern within time limit and serve 3 difficulties as Easy, Normal, and Hard.

      Goals of the game is to put S-O-S words in patterns (Horizontal, Vertical, and Diagonal) alternately with enemy.
      Single Player Multiplayer Achievements Leaderboards  



      Link: Google Play
    • By abarnes
      I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
    • By Hilster
      Hello 2D Artists,
      I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. 

      The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects.
      The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background.
      I intend to add more objects so the amount I'd like to add will be extended.
      My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business.
      Please reply with a few past examples of your art below and I'll be in touch!
    • By thefollower
      I have set up my TcpClient to connect to my server and that works fine. But i am a bit confused how i read messages from the network stream with it continuously running via async, without ever closing the connection ?
      My TcpClient Manager class has:
      public async Task<bool> Connect(string address, int port) { try { await _tcpClient.ConnectAsync(address, port); IsConnected = true; return true; } catch(Exception e) { Debug.Log(e); return false; } } public async Task<int> Read(byte[] readBuffer) { if (!IsConnected) return -1; using (var networkStream = _tcpClient.GetStream()) { try { var bytesRead = await networkStream.ReadAsync(readBuffer, 0, readBuffer.Length); return bytesRead; } catch (Exception e) { Debug.Log(e); IsConnected = false; return -1; } } }  
      So i thought to just run a co-routine and call Read constantly to get the most recent message, but that doesn't make much sense to me since a co-routine would be blocked with the await. How is this actually done? The MS Docs don't have very good Async examples with the TcpClient class so i don't know fully get how to keep calling Read correctly.
  • Popular Now