Blog and documentation for Game Off 2021 attempt.
November 06, 2021
More Youtube:
Procrastinating actually making a game by making everything else first.
The most basic of menus created, but it should be functional.
Sub-menus are activating/deactivating a canvas prefab.
Scene transition (between MenuScene
and GameScene
currently) has a simple Animator with a fade-in upon scene entry and fade-out on trigger call.
Fun fact, I learned that the display of multiple canvasses can be controlled by the canvas Sort Order
.
If order is the same, I believe it comes down to Z-positions and display quirks.
For instance, since my scene transition and menu UI are on separate canvases, I found that activating/deactivating the menus change the rendering priority. Thus, after going to options and back, the menu’s background would render over the transition, hiding the fade-out transition effect.
I also have a prefab’d “Back” button which will remember which scene was last activated. Simple but important as I get used to how Unity passed around references to GameObject
elements.
8 + 2.75hr