Banged up some UI images, just having trouble implementing them and hoping somebody can shed some light.
My main menu BG prefab spawns but...
Problem: There a no buttons on said menu prefab.
Two thoughts, firstly is there some camera, layer, render order etc issue that is preventing the buttons from being shown? (I only have a BG camera (for a BG image - not shown in the screen shot) and the main camera.
My second thought is that a content box setting or some other setting from when I built the UI from the ORK tutorials is in some way interfering (guessing this should't happen as I am using an input mask - which is the image itself again.)
Here is what I have checked etc.
- Read the 'Using the New UI' tute, (Have a default font, made sure my menu prefab and choice button prefabs were allocated etc.) Read the community posts containing uGUI - Allocated the exact same image on top as a content mask in ORK. (I literally just used the same prefab, is this ok?) - Made sure my button prefab has a button component - Making my way through the UI tute vids in the Unity Manual (all great but not in relation to integration with ORK) - All panels in prefabs are set to UI layer, I turned the alpha up as I didn't like it transparent, but I did change it back down to check the buttons just weren't showing through etc.
I thought it was just create asset prefab, drop in, and define input mask.
I feel like I've missed something really simple. When I created each of my prefabs (Main menu, buttons, skill bar, inventory etc) I just imported the image --> sprite --> placed on a canvas as a panel, re sized, and changed the stretch mode and then dragged across onto a prefab. I got part of the way there as the menu bg/container shows up, but....no buttons. Please note the button was created on a separate canvas. When I created ones on the same canvas/panel as the main menu, they showed up but were not in any way ORK connected/spawned.
This will probably be just the first of a few UI related questions as I try and bring it in.