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Feat: Client Driven UI Art #69
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…haracter-controller-assets
…t/third-person-character-controller-integration
…haracter-controller-assets
…t/third-person-character-controller-integration
…I' into feat/client-driven-ui-art
…t disabled on out of focus devices)
…I' into feat/client-driven-ui-art
# Conflicts: # Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs # Basic/ClientDriven/Assets/UI Toolkit/ClientDrivenUIStyleSheet.uss # Basic/ClientDriven/Assets/UI Toolkit/GameUI/GameUI.uxml # Basic/ClientDriven/Assets/UI Toolkit/GameUI/MainMenuUI.uxml # Basic/ClientDriven/Packages/manifest.json # Basic/ClientDriven/Packages/packages-lock.json
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Maybe the in-game UI could have backdrop images so the text can always be readable against the environment. The text can be difficult to read when it is overlay throughout the level. |
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I agree a background would be helpful! We're trying to get this PR into develop so we can playtest it before the release though--maybe this is something we can add post release? @chrispope |
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Yes, certainly |
This is a PR for the UI pass of the client driven sample! We've taken the UI toolkit UI from the 2D Space Shooter sample and reskinned it to match with the art style of this sample. I figure too that we can reuse this version because it's a lot more clean cut and simple--we can just edit the colors to match other samples that we make in the future.
Here are the before and after shots (which are shown with the new art merged in locally so you can see how it looks with it):
Before:
After:

