Makinom - Game Toolkit for Unity
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Guide

Getting Started

  • Introduction
  • First Steps
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Editor

  • Makinom Editor Overview
  • Node Editor
  • Asset Sources
  • Editor Section
  • Base/Control Section
  • Game Section
  • UI Section
  • Templates Section

Features

  • Schematics
  • Dialogue Importer
  • Schematic Nodes
  • Formula Nodes
  • Languages
  • Input Keys
  • Audio and Music
  • Game States
  • Pooling
  • Saving Game Objects
  • Scene Objects
  • Save Games
  • Variables
  • Selected Data

Machines

  • Machine Components Overview
  • Animation Machine
  • Animation State Machine
  • Application Machine
  • Auto Machine
  • Collision Machine
  • Global Machine
  • Interaction Machine
  • Render Machine
  • Tagged Machine
  • Template Machine
  • Tick Machine
  • Trigger Machine

UI System

  • UI System Overview
  • UI Layers
  • UI Layouts
  • UI Boxes
  • HUDs
  • Flying Texts
  • Text Codes
  • Unity UI Module
  • HUDs: Content Providers
  • HUDs: Conditions
  • HUDs: Click Actions

Scripting

  • Scripting Overview
  • Code Extensions
  • Custom Save Data
  • Custom Component Save Data
  • Custom Nodes
  • Starting a Schematic

Advanced Topics

  • Build Troubleshooting
  • Performance Optimizations
  • Home
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  • UI System
  • UI Layers

UI Layers

Table of Contents
  • Draw Order

UI layers are used to organize UI content like HUDs or UI boxes (e.g. for dialogues).

UI layers are set up in UI > UI Layers.

A new Makinom project will have 3 UI layers added automatically:

  • Flying Text
    Flying texts will be displayed on this layer.
  • Layer 1
    A layer for placing UI boxes and HUDs on.
  • Screen Fader
    Fading the screen will use this layer.

You can change which layer displays flying texts or the screen fader via the UI layer’s settings – only one layer can display them at a time. E.g. enabling Screen Fader orĀ Flying Text on a UI layer will disable the setting on all other layers.

UI boxes and HUDs select on which UI layer they’ll be added. If they don’t select a layer, they’ll be displayed on Makinom’s default (fallback) layer, which is displayed before all other layers.

Draw Order #

The order in which UI layers are added/listed in the Makinom editor usually also defines the draw order, lower layers being drawn below higher layers. E.g. the UI layer at index 0 will be drawn before the UI layer at index 1.

Please note that this can depend on the used UI module, e.g. the Unity UI module can also impact the draw order via the used canvas prefab’s sorting order or an optional setting.

UI
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Updated on December 16, 2020
Table of Contents
  • Draw Order
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