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Mobile Menu Starter Kit

Discussion in 'Assets and Asset Store' started by LuxUnity, Jun 13, 2013.

  1. GrandTheftEx

    GrandTheftEx

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    Okay thanks I'll give this a try. I'm going away for a month so I may not reply for a while! Thanks for the help though.

    EDIT: So I tried on windows and it gave the same results. This would mean its not the device causing the problem? Should the stars, checkpoint, death etc. be tagged as anything? Because right now they all say "untagged".
     
    Last edited: Jun 30, 2015
  2. LuxUnity

    LuxUnity

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    menu kit 2.7.1 in upload with:

    - bug fix: now you can unlock a world with stars before reach it
    - add new record animation
    - add progress star bar
    - new demo scenes
    - now you can compare current record with current score in game scene
     
  3. LuxUnity

    LuxUnity

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    "untagged" is correct. If it give you same result on windows, but in editor work fine, cold be a unity bug to report: https://unity3d.com/unity/qa/bug-reporting
    I try to replicate your problem, and I have it only if _gui_ tag is missing on Tags and Layers, otherwise work fine.
    So I can suppose only problem with collision detection due to difference from 2d and 3d elements or some miss trigger or miss rigidbody, but that stuff will give problem to you in editor too.
     
  4. LuxUnity

    LuxUnity

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    menu kit 2.7.1 ready in asset store
     
  5. LuxUnity

    LuxUnity

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    version 2.7.2 in upload with soomla support
     
  6. LuxUnity

    LuxUnity

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    version 2.7.2 with soomla support ready in asset store
     
  7. LuxUnity

    LuxUnity

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  8. Braun0

    Braun0

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    Hey Lux,

    My game was developed in Unity 4.6.3 and I want to upgrade to 5.1.1. Will the older version of your menu system work with 5.1.1 or will I need to update your software too? And If I do need to update to your latest version, is there anyway to install the update without overwriting all the customization I have done to the menu system/code?
     
  9. LuxUnity

    LuxUnity

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    Just in case make a backup of your project before open it in 5.1.1, but most likely the old menu kit version that you use, will work fine in 5.1.1.

    The most recent menu kit version have much more features, and so if you want use it, you'll must rewrite your customizations.
     
  10. LuxUnity

    LuxUnity

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    Version 2.7.4 in upload with update compatibility for unity ADS in unity 5.2
     
  11. zman80

    zman80

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    Great setup and easy to use! How do I activate the red and green buttons in W1_Stage_1? When clicking or touch they don't respond out box in the Web_Player test. Tried changing the Demo Tag to _GUI_, but no luck. Will be add our own game, but wanted to see this setup and process.

    Do you have any great grid based game examples or recommend any to use for game levels in this setup?

    Thanks so much.
     
    Last edited: Sep 27, 2015
  12. LuxUnity

    LuxUnity

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    No, don't add _gui_tag to demo. You only need be sure to have _gui_ in Tag Manager
    http://docs.unity3d.com/420/Documentation/Components/class-TagManager.html
    Look at this:
    https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial
     
  13. zman80

    zman80

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    Thanks for the fast response and information.

    I have the rogue like example now in place. I added it as W1_Stage_1 to test. I just need to figure out how to integrate it, correctly, so will go from stage to stage, etc.

    Do you have an example of that?

    If not no worries, just trying to make it work with your great setup. I'm learning more every day on the code setup.
     
  14. LuxUnity

    LuxUnity

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    When the player reach the exit, instead of call the refresh, use a code like call_win.cs but trigger as the exit in the game example and not as OnMiuseDown()
     
  15. zman80

    zman80

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    That makes sense. Thanks so much!
     
  16. Joe8Gillian

    Joe8Gillian

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    Oct 21, 2015
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    hi,

    just purchased your asset, it looks like promising, thanks. i read all messages and still have some questions:

    1. i'm working on a board/puzzle game. on the main menu i need to get some info from player and pass them to my script (like easy/medium/hard selection, or setting board size, or choose to play against AI or another player etc.) is there a easy way to do that with your asset?
    1.1 Speaking of which, i think it would be useful to most users if you add a difficulty selection scene.

    thanks again and sorry for my English.
     
  17. LuxUnity

    LuxUnity

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    Hi,

    In home scene you can go in Home_Canvas > Create_new_profile and add this:
    http://docs.unity3d.com/Manual/script-ToggleGroup.html
    To select the difficult.

    Then open new_profile_window and add some code in public void Ok_button to take the input from ToggleGroup and save it.

    Instead if you want set difficult and board size each time that the player start a stage and add a new canvas that stay over the one of the menu kit (so it will prevent to interact with in until it is open) and already open when scene charge with your settings to feed.
     
  18. Joe8Gillian

    Joe8Gillian

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    Oct 21, 2015
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    Thank you, i got it. (And much more thanks for quick reply. Sometimes i wait longer on the phone trying to reach call centers)
     
  19. Braun0

    Braun0

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    Feb 25, 2015
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    Hi Lux,

    I am currently having an issue with the first stage icon NOT being highlighted when going into the stage select screen. Here is a detailed description of my issue.

    I am using Manual world and stage selection.
    When I move from the home screen to the world select screen, the icon for world 1 is selected AND highlighted.
    When I move from the world select screen to the world 1 stage select screen, then icon for W1_Stage1 is selected AND highlighted.

    However,

    When I move from the world select screen to the world 2 stage select screen, the icon for W2_Stage1 is selected BUT NOT highlighted. I know it is selected since I can hit the submit button (on the gamepad) and it will load the level. If I hit "right" on the gamepad, the icon for W2_stage2 will become highlighted - and if I move back to W2_Stage1 then the icon will now be highlighted.

    The above issue occurs with all stage select screens except for world 1 stage select screen, which works properly.

    I have gone through all of the options, settings and formats under each "Manual_Select_stage" and "Stage_ico's" - and I can't find what is causing the issue.

    Any ideas?

    Thanks.
     
  20. LuxUnity

    LuxUnity

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    It is this problem:
    http://answers.unity3d.com/questions/1096174/eventsystemsetselectedgameobject-does-not-highligh.html

    Here the fix:
    1- open manage_menu_uGUI.cs
    2- find "public void Mark_this_button(GameObject target_button)
    3- change this
    Code (csharp):
    1.  
    2. if (my_game_master.use_pad)
    3. my_eventSystem.SetSelectedGameObject(target_button);
    4.  
    in that
    Code (csharp):
    1.  
    2. if (my_game_master.use_pad)
    3. {
    4. my_eventSystem.SetSelectedGameObject(null);
    5. my_eventSystem.SetSelectedGameObject(target_button);
    6. }
    7.  
     
  21. Braun0

    Braun0

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    THAT WORKED! Thank you.
     
  22. prakash7titus

    prakash7titus

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    this asset is very helpful .
    by the way can you please help me here with answer or any reference on this context?
    i am a beginner and i am making a 2D android game like mario , how do i create a finish point and link it to the win , lose screen of this menu?
     
  23. LuxUnity

    LuxUnity

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    Hi,
    If you play the second scene, you'll find a 2d platform example with that.
     
  24. prakash7titus

    prakash7titus

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    Thank you lux !
    Due to player gravity value ,i skipped out that scene before.Now i got everything figured out, and seeing your earlier posts in this thread helped me clear my doubts.
    Had this asset all the while with me and still i was like banging my head against a wall all this time with all other useless tutorials ,assets and stuffs.
    this package is a gem.
     
  25. prakash7titus

    prakash7titus

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    Is there any way to first have a map style world menu then move to a grid style level select menu ?
     
  26. LuxUnity

    LuxUnity

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    Thank you! Consider to review it in asset store.

    You can use the manual world, instead of the automatic one, and arrange it to look like a map.
     
  27. prakash7titus

    prakash7titus

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    I was trying to replace the settings button with the music control button directly.
    Messed up somewhere and getting this error . Now no logo , direct home and no buttons working . I checked script references and i couldn't find where the mistake is . How do i solve this ?

    "UnassignedReferenceException: The variable options_screen of manage_menu_uGUI has not been assigned.
    You probably need to assign the options_screen variable of the manage_menu_uGUI script in the inspector."
     
    Last edited: Jan 2, 2016
  28. LuxUnity

    LuxUnity

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    Open manage_menu_uGUI find options_screen and remove [HideInInspector] to see it in inspector, so you can re-assign it.
     
  29. ofltunisia

    ofltunisia

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    hey , just bought it , and after manipulating a bit , i am stuck in stage , for a
    *nested_world_stage_select_screen
    *world screen generation set to automatic
    *stage screen generation set to automatic also
    after clicking on the world i get an empty screen .
    keep in mind i gave each world a stage number

    what to do here ?
     
  30. LuxUnity

    LuxUnity

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    Hi,

    Most likely you have accidentally modify stage_page_container.

    In home scene go to:
    Home_canvas > Automatic > Select_stage_automatic > scroll_pages > stege_page_container
    deactivate "content size fitter" in it and set rect tranform width to 1125.
    Now re-enamble "content size fitter".

    Warning: Home_canvas > Automatic > Select_stage_automatic
    MUST be set to inactive before make any change, because if you select
    Home_canvas > Automatic > Select_stage_automatic > scroll_pages > stege_page_container
    when Select_stage_automatic is active, the "content size fitter" will set the rect tranform width to zero, and this is bad.
     
  31. ofltunisia

    ofltunisia

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    thank you for the fast reply , also how to add stages in the select_stage_automatic ?
    sorry for the dump question , couldn't figure it out by my self ?
     
  32. LuxUnity

    LuxUnity

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    In Home scene click on: manage_audio > game_master(script) > worlds
    And in each "stages" set how many stages you want in that world.
     
    ofltunisia likes this.
  33. ofltunisia

    ofltunisia

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    yeah i did that that , this is what i am running right now
    *world screen generation auto .
    *stage screen generation auto.
    i have 8 worlds and for each i am going to do 300 stages(Q&A type of game)
    when i run the game and enter world 1 the stages are not there?
     
  34. LuxUnity

    LuxUnity

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    It is again this:
    Be sure to set it accurately. If that rect tranform width is 0, stages don't have space to show.
    All children of Home_Canvas > Automatic MUST be inactive.
    If you are confuse, open the menu kit into an empty project and look how "Home_Canvas > Automatic" is setup.
    If you activate the stage_page_container in the editor manually by mistake, you'll lost the correct "rect tranform width" and so you'll have that problem.
     
  35. ofltunisia

    ofltunisia

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    you were right, in the select _page_container under select_stage_automatic in play mode width is 0.
    how can i fix this? i did a lot of work hate to start all over again...
     
  36. LuxUnity

    LuxUnity

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    As said earlier:

    Go to
    Home_canvas > Automatic > Select_stage_automatic > scroll_pages > stege_page_container
    be sure that it is inactive like all the children of Automatic

    Now, in order to modify rect tranform width, deactivate the "content size fitter" in stege_page_container.
    Set rect tranform width to 1125 and reactivate the content size fitter.
    Never active the stege_page_container itself with content size fitter active or it will reset again.
     
  37. ofltunisia

    ofltunisia

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    thank you so much :) this solved it , another question regarding your logic of moving from one stage to another; In Game_uGui.cs :

    Application.LoadLevel ("W"+next_world.ToString()+"_Stage_" + next_stage.ToString());

    in this game i am making each world will contain at least 100 stages, it will take a lot of time to make 100 scenes ! . my question is ,can it be set to one gameScene because i will be displaying a question and answers so for every stage only the Q and the A will change ?
     
  38. LuxUnity

    LuxUnity

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    This is not supported, I'll think to a solution for that.
     
  39. LuxUnity

    LuxUnity

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    Done, try this:



    Use curret_stage from game_master.cs in your script to feed your question and answers.
     
    ofltunisia likes this.
  40. john_hattan

    john_hattan

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    Ahh, perfect. I have a game with 440 levels. Drawing 'em all in their own scene would be unruly at best.
     
  41. ofltunisia

    ofltunisia

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    thank you for that , Tested and it works ; i am definitely give one heck of a comment in the asset store :)
     
    Last edited: Mar 14, 2016
  42. ofltunisia

    ofltunisia

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    while i thank you so much for the given solution about the stages , i have four buttons in the stage and i added a new methods for each button to check for correct result and call the call_win.onMouseDown from script but it keeps given
    NullReferenceException: Object reference not set to an instance of an object error
    now this mean my code that whatever gameobject variable my script is reffering to is empty , can you propose an approach for this ?
    thank you :)
     
  43. LuxUnity

    LuxUnity

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    Instead of

    Code (csharp):
    1.  
    2.          if (response_1.text.CompareTo(correct_rsp) == 0)
    3.          {
    4.              call_win.OnMouseDown();
    5.          }
    6.          else
    7.              call_lose.OnMouseDown();
    8.  
    make something like

    Code (csharp):
    1.  
    2. if (!game_uGUI.in_pause)
    3. {
    4. if(response_1.text.CompareTo(correct_rsp)==0)
    5. Call_win();
    6. else
    7. Call_lose();
    8.  
    9. //and so on...
    10. }
    11.  
    12.  
    13.  
    14. //and in the same script put:
    15.  
    16. void Start()
    17.      {
    18.          my_game_uGUI = GameObject.FindGameObjectWithTag("_gui_").GetComponent<game_uGUI>();
    19.      }
    20.  
    21. void Call_win()
    22. {
    23. my_game_uGUI.mycount.mycount++:
    24. my_game_uGUI.star_number = star_score;
    25. my_game_uGUI.Update_int_score(100*my_game_uGUI.mycount);
    26. my_game_uGUI.Victory();
    27. }
    28.  
    29. void Call_lose()
    30. {
    31. my_game_uGUI.Defeat();
    32. }
    33.  
    34.  
    35.  
    and add:
    int mycount =0;
    in game_uGUI script
     
    Last edited: Mar 17, 2016
    ofltunisia likes this.
  44. bakiet

    bakiet

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    hi, i have a problem when i update my game the select levels is wrong, if like the data is mixed, the levels blocked, cant enter, etc, how i can update the game and progress game stay equal. , example my game i completed level 1 and 2 when i update and not uninstall the game my levels blocked again , level 1 and two is lock and now cant to enter again, i have to do something when update,like erase save data or what. please help
     
  45. LuxUnity

    LuxUnity

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    If you start the game with a set of rules to unlock new world, then close the game and change the rules, you need to erase the save data. Other otherwise the menu will load the padlocks from the save data that have the previous rules.
    Instead if you just add new stages or worlds (in manage_audio > game_master(script) > worlds), the save data will compare the max number of stages in save data with the current one and keep you progress even in now there are more stages. Instead if you remove some stage or worlds, the save data will be erased to prevent array errors.
     
  46. bakiet

    bakiet

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    ok , i can delete save data in unity , but how the players can do that, is difficult the player erase the old data , for example the gamer play level 1 and level 2 when i update game version bundle nothing change in mobile kit and happen the level lock, i never change world or levels, the problem is only when i update the game version.
     
  47. bakiet

    bakiet

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    the game is in production i have to update google version to my ads and now happen the level locked and never do change in mobile game kit ohhh,
     
  48. LuxUnity

    LuxUnity

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    If you are using multy-save-profile, the player can delete the profile from profile window (the button in the left bottom corner in home screen), select his profile and tap on the basket icon.

    Instead if your game have only one save profile, you need to add a gui button that call Erase_saves() in game_master.cs
     
  49. bakiet

    bakiet

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    ok sorry but why the data saved not continues equal? if not do changes in mobile game kit. no way to keep the player's progress?
     
  50. LuxUnity

    LuxUnity

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    I tested the menu on ipod and nexus 7 and it keep the progress if you install its over a previous one.
    I test stuff like:

    Version 1
    Bundle Version Code 0

    to

    Version 1
    Bundle Version Code 1

    to

    Version 30
    Bundle Version Code 30

    to

    Version 30
    Bundle Version Code 35

    And saves are always preserved.
    I succeed to mess the saves only go from

    Version 30
    Bundle Version Code 35

    to

    Version 31
    Bundle Version Code 0