RougeEric 2w ago • 100%
So... a serious book about the history of passenger rail in the USA?
RougeEric 4w ago • 100%
The gilets jaunes was not really an organized movement; more of a coincidental alignment of purposes starting with, of all things, the rise of gas prices.
There are likely going to be some huge student protests, which usually take a little bit to organize; but at this point a lot of people are half convinced that Macron's abuse of power will make any social movement meaningless.
RougeEric 1mo ago • 100%
Not that it's necessary a bad thing, but that font makes the C
look like a G
, and the r
look like a y
.
It took me a while to figure out why it had cars on a game about sexual orientation.
RougeEric 2mo ago • 100%
Thanks for the comment!
Yeah, I feel like for some reason Gaming treats UIs as some sort of unfortunate burden, and makes it a massive pain to implement. Unity's new USS system is a massive step forward, but it's still a bit complicated to get a handle on, and requires a LOT of work to make it fit in with other systems.
I was hesitant to make this free (it was quite a bit of work after all); but I think I'll leave it as is, unless I somehow start adding enough features to the point where I cannot justify the time for free. Though regardless, I plan on leaving the core version out there for free.
Cross-posted from: https://lemm.ee/post/39614495 > Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)
Cross-posted from: https://lemm.ee/post/39614495 > Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)
Hi all, I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! It's free, so if anyone wants to give it a try, I'd love some feedback =)