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Is there a way extend/custom use of UI navigation system?

Discussion in 'UGUI & TextMesh Pro' started by B3aT, Jan 29, 2016.

  1. B3aT

    B3aT

    Joined:
    Feb 12, 2014
    Posts:
    16
    Hello, from what I seen there are only 1 instance of each
    • eventsystem
    • input system (as module in eventsystem)
    • current selected Selectable gameobject
    How do I make use of this smart and very useful classes in this scenarios (I think is the same problem)

    Scenario A (simplified, we create our custom event systems)
    Each player have their own game objects. Let's presume we extend the Selectable class with SelectableA and SelectableB sub classes. We need to navigate trough all interactable SelectableA game objects, with Automatic Navigation, but not trough SelectableB.

    Scenario B (more complex)
    Multiple players on the same device, each navigating trough their own game objects. We need 1 selectable for each player, with their own inputs.

    Bottom Line - can we use the Navigation UI builtin system in a custom way?

    Thanks
     
  2. B3aT

    B3aT

    Joined:
    Feb 12, 2014
    Posts:
    16
  3. GlitchCrew

    GlitchCrew

    Joined:
    Oct 13, 2016
    Posts:
    2
    Hello! Have you succeeded with Scenario B? I have exactly the same issue and I have no idea how to approach this. The worst thing is that I don't use Unity's default input, but this plugin instead: https://github.com/speps/XInputDotNet

    Basically I want to allow two players to navigate throught their sets of buttons with XBox controllers.