Now with new growing genres with complexity and custom widget animations, we want to do character selection screens, but the pop up device only supports 6 buttons max and its very limiting (verse ui doesnt support animations so there isnt a way to do pretty and complex ui atm).
Raising the button cap to 20 will cover most cases except fighting game character selection, large shops and inventories. In an ideal scenario, instead of tracking buttons, we can track IDs and then whenever the active ID matches the cursor/ controller outputs, then the device can do XYZ. Also the ability to have Verse talk to images and text blocks so we can swap images and text based on events and player actions would unlock tons of things.
Have a system like the channel system was for these 3 things
Buttons
Text
Images
Then in widgets you can place whatever amount of those things you want and you simply match the id with the item so like
T-1
I-1
B-1
T = Text
I = Images
B = Buttons
Then when you set the ids in verse you could get and set the widgets and this would be a game changer. It would be abit like how the convo device works were it returns a tuple maybe
I am mainly talking about the hud widget on the hud device
This devices is the best by far of all the ui devices as it never bugs and works for jip players
Just a simple system to allow us to set text on more than 1 text block without some bypassed way and the ability to set images dynamically on the widget bp would be 1000% progress for the ui system
The button also would be ideal to have any amount you wish and i think have the system like the convo device its so easy to understand and attach a different event id
If you have 2 event ids in the same widget project when you compile it should also flag up