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How to make 2D-buttons right
I'm doing buttons for my 2d-game making sprites with OnMouse-events. I've decided to use animator component and switching states (normal, mouse over, pressed) with it like this:
void OnMouseEnter()
{
GetComponent<Animator> ().Play ("Over");
}
void OnMouseExit()
{
GetComponent<Animator> ().Play ("Idle");
}
void OnMouseDown()
{
GetComponent<Animator> ().Play ("Pressed");
}
void OnMouseUpAsButton()
{
GetComponent<Animator> ().Play ("Over");
//do something here
}
The other way is to load every state in a sprite object and assign to sprite renderer's .sprite the needed one or something like this, I don't remember details, but did this way too and it worked ok.
The question is: which way is better and why? Are there any other ways to make buttons?
Answer by incorrect · Jun 23, 2014 at 05:20 PM
I've decided to make it the easy way. Hope it will not brings me any trouble.
public Sprite normal;
public Sprite onEnter;
public Sprite onPressed;
void OnMouseEnter()
{
GetComponent<SpriteRenderer> ().sprite = onEnter;
}
void OnMouseExit()
{
GetComponent<SpriteRenderer> ().sprite = normal;
}
void OnMouseDown()
{
GetComponent<SpriteRenderer> ().sprite = onPressed;
}
public virtual void OnMouseUpAsButton()
{
GetComponent<SpriteRenderer> ().sprite = normal;
}
But you can face this problem: http://answers.unity3d.com/questions/748101/sprite-button-being-pressed-when-not-even-pointed.html Hope it will be solved in Unity 4.6.
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