I’m working on a puzzle game.
Each level is built in a tilemap (like in the Colorslide tutorial)
My level selector screen shows a dialog which is made with a GUI box node with a slice 9 texture and some arrow buttons to scroll between levels and a play button (…)
I put all the levels tilemap disposed horizontally in a collection that needs to be shown over the dialog of the GUI
Using the arrow placed on the dialog I can scroll the camera to show the preview of the level to be played.
Some other GUI elements uses default behavior with the builtin material
To achieve this behavior I’ve …
- Created a new GUI material cloning the original one, but with a different tag (iug)
- Changed render script by adding a GUI rendering phase in the beginning (so it is rendered behind the collections) drawing the iug predicate
- Using two different GUI scenes.
This is pretty easy to do.
The very annoying thing is with scripting… dealing with 2 different gui scenes and scripts, which result in a hassle of messaging between the “standard gui” and the “back gui”
Adding the ability to put a custom material on nodes (or on GUI layers) will solve scripting problems.