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Loading Map Name (3.1) 🗺✍

Posted by Mr.Titan on Apr 26, 2025 at 11:51 AM

Feature3.0 VerifiedExperimental
💡 5

So whenever you you transport or start the game, it just promps the name of the map. Things to consider:

  • the name it’s the scene name (standard in Mythil2D)
  • consider that it loads even for those that you probably don’t want, like a side room or something (to be fixed in the future)

** Bugs to be fixed:**

  • Whenever a UI it’s open, the text can still be seen, and sometimes (inventory for example) it display over it.

** Steps: **

  • Import scripts to ```Scripts/UI/FloatingTexts/MapSwitchText.cs
* Duplicate the ```Prefabs/UI/Floating/FloatingText.prefab``` call it "MapSwitchText" and inside remove the "Animator" from ```Animated Text``` object.
* Set font size to ~95.5
* Attach the imported script "MapSwitchText.cs" to it. Note: You can also twick the values in it.

** Changes: **
* Update the "TransitionSystem.cs" adding the following method:
    public void setActive(Boolean state)
    {
        m_blackScreenGameObject.SetActive(state);
    }
* Update "EditorPlayModeOverride.cs" changing line "75" from ```GameManager.TransitionSystem.gameObject.setActive(false);``` to ```GameManager.TransitionSystem.setActive(false);

** Setup: **

  • Open “M2DEngine” and add the prefab create in “Step” as a child of “Overlay” (image in attachment)

That’s it! Happy gaming!

Forgot attachment script! ^_^^«

📜 Scripts

💬 Comments (1)

Gyvr Apr 26, 2025 at 01:36 PM
Very cool!! Thanks for sharing 🙏

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