Methods for Editing

Additional.

SceneReferences.cs

For advanced use, call tooltips manually in the desired context and work with other system data. Below is a list of available methods. In your script, assign sceneReferences to access and use them. Example:

public SceneReferences sceneRefs; // And collection containing "arrow_navigator" tooltip

void YourMethod()
{
    GameObject target;
    sceneRefs.SetTooltipTarget("arrow_navigator", target);
    sceneRefs.ShowTooltip("arrow_navigator");
}

Simple Methods For Manual Call

Public method
Example of usage
Description

SetTooltipTarget(string tooltipName, GameObject targetObject)

sceneReferences.SetTooltipTarget("hover_enemy", targetObject);

Sets the target object that the tooltip pointer will point to

ShowTooltip(string tooltipName)

sceneReferences.ShowTooltip("hover_enemy");

Shows the tooltip (if allowed by Tooltip Replay setting)

CompleteTooltip(string tooltipName)

sceneReferences.CompleteTooltip("hover_enemy");

Hides the tooltip, marking the action as completed

HideDisplayingTooltips()

sceneReferences.HideDisplayingTooltips();

Hides all active tooltips, for example, if the player clicked Esc

TranslateAllTutorialByString(string language)

sceneReferences.TranslateAllTutorialByString("Spanish");

Translates all text tooltips by looking up their translation in the selected language column of the CSV Table (the selection is saved between sessions)

UIPointerAnimation.cs & WorldPointerAnimation.cs

For advanced usage, configure the tooltip’s design depending on the target. Method below is called automatically during tooltip initialization; the developer can extend the logic to display additional elements and texts inside the prefab.

Simple Method For Editing

TooltipTrigger.cs

Simple Method For Editing

A trigger object, besides calling visuals from the collection, can handle its own highlighting logic. For example, assign an outline and show or hide it when the object is hovered over or not.

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