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Windows

Creating a Window

Once you create a new window, it will generate two files. One prefab which is going to be your UI content. And a controller which is a script with the same name, if no errors happened during creation the controller will automatically be attached to the prefab.

To edit the window's content double click the prefab ([W] ExampleWindow) file and start populating your canvas.

If you want to show your window during runtime you just have to push it:

Windinator.Push<ExampleWindow>();

Window Settings

  • Should Block Game Flow: This lets the system know that you want your game to enter a pause state or impede player controls when this window is open.

  • Can Close Window: If this is enabled your window might be closed by external actions, for example pressing escape or the back button on a mobile phone. Otherwise you are in full control for when it should close (Can only be closed with ForcePopWindow() function).

  • Auto Assign Background: If you are creating a pop-up, this will add a transparent background behind your window automatically.

  • Background Closes Window: If background is assigned, once the user clicks it during runtime it will Pop the current window.

  • Background Color: Customize the background color, the default value of this can be customized via the Windinator Config file.

  • Animated By Default: If true, apply simple fade in/out effect.

  • Transition Anim Duration: Duration of animations.

  • Warmup Count: Windows are recycled to avoid instantiating a new one every single time. This setting will create some copies at startup to avoid freezing during user interaction.

  • Cull Background Windows: If true, any window behind this one will be culled (not rendered). This helps performance.

Fixing Linking Issues

If you get a missing reference error from Windinator you might have to re-link the window: