So I’m making my first 2D platforming game, and I’m really just going off of the Brackeys’ tutorial for my setup. This is really just my learning experience, Hello World! game. It’s a sort of pixely, 8-bit game, where you walk around and interact with stuff to follow a story. I want to have buttons, which are invisible when not in use, tinted slightly white with text on them when my character walks in front of them, and showing text when my character presses the “A” key on their keyboard (they have to be in front of the button to activate it, of course.) The idea is that you can walk in front of a bookcase for example, and it will turn slightly white, with text saying “Press A” or something, and then you press A and it comes up with a little text box, saying “A simple bookcase,” possibly. I’m also having troubles with the size of text in buttons, and all text boxes for that matter. It’s HUGE. The smallest size makes a lower case “L” like, 50x the size of my character. I don’t know how to properly shrink it to scale. If anyone could help me out on either of these problems, I’d be thankful- because it’s currently hindering my development process, and I really can’t move that far on without figuring this out.
I really like your ideas! however I think it sounds like quite a big project for a beginners project maybe you should consider chopping away the and such.
Are you using Unity UI for scaling the text ? You need to set make the text fields anchor min/max something that relates to the size of the screen in percentage and then can snap the graphics to the anchords by setting the offset to Vector2.zero.
text.anchorMin = offset above object.
text.anchorMax = size of how you want it in percentage - offset about object
text.offsetMin = text.offsetMax = Vector2.zero;
Hope that gives you an idea of how to approach calling the test.