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Main HUD Improvements #893
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Signed-off-by: PepperLola <[email protected]>
Signed-off-by: PepperLola <[email protected]>
Signed-off-by: PepperLola <[email protected]>
Signed-off-by: PepperLola <[email protected]>
Signed-off-by: PepperLola <[email protected]>
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I moved controls and settings out of config mode because those have global options and I think they should be accessible without having a robot loaded. |
Thanks for catching the settings! |
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It looks great!
Couple things I noticed:
If you change the "interactive select" color, it does not update until you stop Unity and hit play again.
If you quit to the main menu, then save the theme editor in the main menu, then enter singleplayer again, the main HUD shows up like this before choosing a mode:
I also noticed that the button highlights are smaller than in figma. Additionally, the icons and text seem to be closer to the edge and to each other in figma. It looks like the figma version is shorter overall.
Also, you might want to add a new color for the main hud buttons background because it is different than the new panel and modal bg color.
I have not found any issues with it's functionality. Just these small changes and it should be good to go!
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Great work!
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I didn't find any issues with how it works, nice job! I'm not a huge fan of how the button to collapse it is so far above the main hud though (especially in match mode). I think that users might not see it or not make the connection of what it is for. It is also hard to see against the background. Is there any way it could be part of the main hud or at least feel like they are related?
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Pretty much perfect. I would be a little concerned about players not know what to do if they were dropped into the sim without a robot or field and has the MainHUD collapsed but we can see about that with the beta. I would switch to use the new Tweening system because when I was testing the current one failed.
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Things seem to be working well, the only bug I found was that in match mode, the controls shown sometimes still don't match the controls of the currently selected robot.
Could you provide steps to reproduce this issue, and do you know if there's something specific that happens to trigger that or is it just random? |
I just recreated the way it looks in Figma. The skybox in that design was dark which made it easier to see, so maybe we could change the color of the icons later? |
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Looks good!
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Clean recreation of the new design!
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Looks good, fantastic work!
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The code is working great, I didn't find anymore issues or bugs.
Description
Improved the main HUD to fit with the Figma design, including a gradient background, the Autodesk logo, two separated buttons, and two item trays. The color manager sets the colors, so the default color scheme should be updated later. The hover effect in Figma is a lighter color than the background, but I don't think that's possible with the built-in color tint transition for Unity buttons. Luca is working on something that would make this possible, so I will update that once his is merged.
Objectives
Testing Done
JIRA Issue