Rotating Menu System - HELP!

Hi,

So currently, I’m working on a rotating screen menu for my game. The game is being programmed in C#, but I need some help with one particular menu system. I’m allowing the player to select their own DCI franchise, and I’m using a system inspired by old-school Madden… allowing for the player to select a corps from the menu by moving the controller left or right. There are 35 slots, 10 of which are locked for DLC, meaning that they’re basically blank. The other 25 the player can select at any time, and be in control of that franchise. I need a basic script for being able to rotate the menu, starting with the Academy (1st Button Alphabetically), and ending in a loop.

I total, each button would be placed in a perfect circle. I do not want to move the camera. I want to move, or call, each textured plane to the originating point, and moving everything else with it, so the player can see their next choices.

Can you help? If you can, prove your godly programming skills, and it will be appreciated!

What I’ve added so far!

Bump - Please Help!

What do you mean “rotating”? If you mean, as you scroll thru the list, it appears to spin, where items passed and coming are angled off to the background?

If so, use a transform, to parent each item. When you move to the next item, rotate the transform x degrees. This will create the rotating effect. As each item, placed x units out from the center, (radius), and each angled to face the camera fully when main transform rotated x degrees. It takes a bit of finesse but I have done it.

Do you have a sample or simplified script as an example? I have a vague understanding of what you mean, but, to be honest, I haven’t used transform before in C# or JS. Should I be trying to place each textured plane in a class, or do I have to tell each object to transform to each area after every rotation?

The way my system worked was this.

  1. Have main transform. This will act as a parent to each menu item.
  2. Menu items.

The trick is, you need to figure out…
A. How many ip menu items you have, and what the angle of diffrperence is, to fit in each of these items. If you have 360, 1 degree must separate them. This of course means your radius would be quite large. If you have 36, the degree of rotation the main transform must make to set the next menu item in view is 10 and so on. The fewer the menu items the larger the degree between them, the smaller the radius.

Once you sort the degree, and radius, place all menu items in the same position out from the main transform. So for arguments sake, lets day the radius is 10 and the degree is 10. So, place all items at 0,0,10, the main transform is at 0,0,0. Place the first item into the main transform. Now, rotate the main transform 10 degrees on its y axis. Place in the second menu item, and so on.

What you will end up with is a line of menu time stat curve perfectly with the circumference of the main transform.

Okay, so here’s what I did so far…

Coordinates for the initial Textured Plane are 0, 1.5, 0. Each plane is staggered on the X and Z axis by 3.125. In order for the player to see what’s coming next, I’ve kept the rotation at 0 on the Z-Axis, forming a diamond shape instead of a circle (will that cause issues?). Anyone know the vocab for transforms in this case?

Updated menu level to fill in all item slots. The number of planes, in total, is 32.

@ElectronicMotion Great job, i’m actually looking into realizing something very similar to this.
have you progressed any further? would it be possible to share it?