You cannot use the “Resources” folder approach if the information needed is not known before compiling the program. Simply access the “Resources” folder and load the asset into the project, assigning the loaded asset to the desired UI element. Accessing predefined information in Unity is pretty straight forward. The complexity must be why so many games allow users to pick skins from a predefined list. Uploading local images in Unity during a game’s run time is surprisingly complex considering this is a common Window’s task. There is a lot of complexity surrounding this one little command:Ĭlick the button and upload a file….but how? Uploading Images Initially, I thought this would be something readily built into Unity. The project specification allowed a user to upload an image and then use that image in the card design. However, there was one very difficult requirement to get working. This information is saved via an HTTP request to the server (which part is still under construction). I added images that change based on a card’s characteristics. I set up text information for card statistics and flavor text information. Most of the card creation system implementation is straight forward. Naturally, I volunteered for this assignment. One of the most interesting parts of this capstone project is allowing users to create cards that are then saved to a database and used to build custom playing decks.
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