hi @flyingpigbaby , thanks for reaching out with your post.
To start with, I’m curious how you’re doing what you have set up so far. I guess you’re creating button
objects and using their SetWidget()
function to assign a texture_block
?
If so, you’re right, there isn’t a good way to do what you’re looking for at the moment. The team does recognize the need, it’s not the first time we’ve encountered it, and we’re discussing the best way to provide this in a way that works smoothly across all platforms and devices including console and mobile/touchscreen.
For the time being, the team suggests keeping things as simple as possible, building text buttons into your layout for users to make the initial selection, choose the new slot, and so on. Like perhaps a “SELECT” button under each tile.
The downside is that your design might lose some overall polish and look less sleek and minimalist. The bright side is that because you’d be using the standard text buttons, you’d have less custom work to do micromanaging how the buttons respond to interactions across different platforms.
I recognize that’s frustrating – when you have a nice design that you’re happy with, it doesn’t feel good to have to make compromises to the look and the interaction patterns. Maybe there’s a way you can turn the limitation into an advantage by also updating the button text to help make the next step in the workflow clear to the player. Like for example, the text could start with “SELECT ITEM”, then OnClick, it changes to “SELECT NEW SLOT” or something.