Tech Documentation

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Tech Menu – 1.0.2

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INTRODUCTION
1.1 GETTING STARTED
2.1 SIMPLE MENU
3.1 ADVANCED MENU
3.2 LOADING SAVE DATA
3.3 LOGGING INTO AN ACCOUNT
3.4 CREATING AN ACCOUNT
3.5 DELETING AN ACCOUNT
4.1 CUSTOMIZATION
5.1 TIPS

 

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INTRODUCTION

The SlimUI – Tech Menu Asset is a complete solution for quick and easy implementation of UI using Unity’s UGUI System + Text Mesh Pro. It has been optimized for Unity 2018+ and properly set up for multiple uses including a basic Main Menu and an advanced Main Menu including a fully functional basic login system with Account Creation, Deletion, and encrypted password data.

 

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1.1 GETTING STARTED

Everything in a game scene using the solution can be found on the Canvas titled “SUI_Tech_Center_Advanced” or “SUI_Tech_Center_Simple.” Only 1 C# Script is placed on the parent object of each canvas, and it controls all the UI Calls, Effects, and User Data. The C# script is called ‘UIManagerTech.’ The Advanced Canvas is activated by default. Simply disable it and enable the simple canvas to remove the log in system. Any audio sources, or scripts are on the main parent object so in order to use the solution all you have to do is copy and paste it in any scene and it will work without any changes needed!

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2.1 SIMPLE MENU

The Simple Menu uses the same C# Script as the Advanced, but it leaves unfilled variables. Do not be concerned with the missing variables as there will be no errors. There are no customization options through the script with the simple menu. You only need to make sure the ‘Simple Panel’ variables are filled.

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3.1 ADVANCED MENU

The Advanced Menu uses the same C# Script as the Advanced, but utilizes the Advanced portion of the script and variables. The addition of the ‘Database’ button in the ‘Home_Panel’ is the largest difference.

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3.2 LOADING SAVE DATA

In the ‘Database_Panel’ there are a few buttons. Load Last Save will call the async operation to load whatever the string variable name is in ‘loadSceneName’ variable. Currently, ‘newSceneName’ is the string that is being used as a reference for the scene to be loaded. This should be switched out what whatever you use to save your data. Simply switch ‘newSceneName’ out with whatever ‘loadSceneName’ is.

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3.3 LOGGING INTO AN ACCOUNT

To log into an existing account, input a username and corresponding password. When ACCEPT is pressed, a message will display either a success or error message, whose colors can be controlled in the inspector under the “UI Elements & User data” section. 

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3.4 CREATING AN ACCOUNT

To create an account, the user will input a username, password, and confirmed password. When CONFIRM is pressed, a message will display either a success or error message.

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Account information is stored in a text file titled Assets_username.txt. 

Files are stored in the project folder under the project main folder (one level up from Assets).

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3.5 DELETING AN ACCOUNT

To delete an account, input an existing user name and corresponding password. Pressing DELETE will display a status message of the account deletion.

NOTE* You can NOT delete an account that is currently logged in. You will just receive an error message displaying an incorrect password.

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4.1 CUSTOMIZATION

Outlines, Blurs, Corner Effects, and any other graphic can be disabled if you want to have a menu screen without the windows. 

You can edit any of the texts and re-arrange them without affecting animations because the animations use TextMeshPro letter spacing. 

To anchor texts, just select the text you want to edit, then switch the ‘Alignment.’ 

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5.1 TIPS

Every variable has a tooltip describing it’s function, so you don’t have to guess what each variable is for!

Just hover over the variable to see it’s description in case something is confusing. 

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For programmers, the code has been documented to ensure adjusting code is quick and easy. Most of the UI functions and navigation are handled through Unity’s navigation and not through code to minimalize the code that is needed.

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NOTE* Animations are used universally throughout the package, so if you change one button style it will automatically update it it for all.

NOTE* Do NOT rename elements of the UI Menus as some of them are accessed through the code. If you are receiving “NullReferenceException” errors, try checking the name referenced and re-name the text to it’s original name.

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Have a suggestion to improve the documentation?

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