External/Secondary Control Window

Hey all! New here so I’m hoping this is in the right area.

I’m just starting with Unity proper, so pardon any unintentional ignorance of features. I decided to do something simple for a starting project to get used to the Unity environment. I’m trying to set up a streamable 2D environment for a pick/ban phase of a competitive eSport title. For those unfamiliar, the idea is that each team takes turns banning then picking maps, characters, etc. Essentially the Unity side boils down to a bunch of UI changes depending on what buttons are pressed/selected.

Now that aspect is no issue for me on the back-end, my question lies in how the user/broadcaster/streamer would control when those picks/bans etc are chosen. Other than using a mapping of specific keyboard keys my initial thought is to set up a second window so that the user simply has buttons to select that can update/change based on what picks/bans are still available, but looking into that it was recommended to network two programs together, and upon following any links to guides it looks like UNet is deprecated.

Does anyone know of the proper/recommended way to get either the second window running or network two programs together via a system that isn’t deprecated? Ideally, I would like to make it so one can change the information being presented (i.e. a name on screen) in the second window, but even just being able to control it, for the time being, would be enough.

TL;DR - Need a control panel as a separate window from the main window. How do?

You can have a separate UI canvas to contain your independent window, or if you meant entirely separate you could do either a separate build that you network with the main one or look into multi display.

Instead of Unet, take a look at the available 3rd party networking API’s. Though it is generally not recommended to start Unity with a multiplayer project.

https://docs.unity3d.com/Manual/UICanvas.html

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