Release notes here!
This is basically completely about the build menu being more usable, and tooltips being more useful and legible. They still need a background to really be fully legible, but we got a lot of the other things with them. The unity ui is still… a learning process, sometimes.
This time around, I made a quartet of videos rather than Keith making them:
I wrote: A lengthy look with me at how to set up new GUI prefabs and then use them in code. This is shown while setting up the build menu to look better/clearer.
I wrote: A quick look with me at how to set up sound effects for buttons. It’s not a complete tutorial with everything in-depth, but there are tooltips for the bits that might not be clear, and this shows the workflow with greater clarity thanks to not going over every detail. At least that’s the goal!
I wrote: For Cinth and for modders, this is how you create new formations for ships of various scales to use in the game. I look forward to seeing a lot more creative and militaristic formations than my simple grids have been. 🙂
I wrote: Notes for Keith on how we’re using this component at the moment, with a variety of pros and cons to it. Referenced urls:
http://digitalnativestudios.com/textmeshpro/docs/sprites/
https://unity3d.com/unity/whats-new/unity-2017.1.0
All that said, as noted in the release notes, I think there’s a way for us to work around the <sprite> tags in general and not use them. Even when those are working as well as possible, they still regularly show up improperly because we can’t control the exact relative scaling and offset per-font and per-font-settings.
Anyhow — major usability strides in this new build, although as always there’s yet more to do. Also a number of bugfixes.
Cheers!
Chris