Im attempting to create a Character selection wheel that will enable the player to scroll (either press arrows or use finger/mouse to slide) through a fixed number of precreated characters. Ive made and attached a quick illustration of what im trying to achieve.
The wheel should animate whenever its “turned” so that it scrolls the images and the character image that is centered is always in front and larger than the others like the image shows.
Is it possible to achieve this kind of animation if i attempt to create this using the unity GUI controls or should i create this menu as a scene with 3d objects?
Anybody have any pointers or perhaps examples/tutorials to make something like this?
Thank you for posting your example. It basicly achieves what i want to do but it seems somewhat static. In my game no more than 5 characters are visible in the selection screen at any time, However i want the wheel to be populated by a list of characters that in theory could contains hundreds of entries. Do you think this approach is possible with your cover flow idea?
yes its possible by using the same cover flow method but there is a catch in it , because if it had only 5 character then it would do, but sense there could be a lot more you can use it but then you would have to “Instantiate” new tiles at run time and position them and “Destroy” the tiles at the very ends run time, in this basically you will have to keep a track of character to be displayed. This method would be a lot more complicated and its difficult to explain as well. There is one more method instead of actually moving the tiles , you can simply replace the textures on them in this way now matter how many characters you have the max number of tiles would remain 5 and only there textures will get swiped.
Im hellbent on having the wheel rotate when the player scrolls back and forth between the character choices. Im not sure exactly how to achieve this yet but im thinking it would be something like the approach you described with instantiating and destroying the gameobjects on runtime.