Examples
Inheriting interesting solutions.

ARC Raiders Approaching a target activates an interaction tooltip with the input key.
If the side from which the player approaches does not matter:
Create an item in the Tooltip Collection with a unique name "key_interaction_tooltip". Set Trigger = External Trigger Only and World Pointer Prefab = WorldText. Add a TooltipTrigger component to the activation zone, for example, to a door object, enter the name "key_interaction_tooltip", and set Trigger = OnDistance, Distance Target = "Player" (or another). Specify the distance at which the trigger activates. Enter the tooltip text in Collection > Localization Reference. Key sprites are included for use. Add a method in Additional Behaviour to start or stop listening for keyboard input for interactions.

Approaching a target activates an interaction tooltip with the input key.
If the side matters (facing required):
Create an item in the Tooltip Collection with a unique name "key_interaction_tooltip". Set Trigger = External Trigger Only and World Pointer Prefab = WorldText. Add a TooltipTrigger component to the activation zone, for example, to a door object, enter the name "key_interaction_tooltip", and set Trigger = OnTriggerCollision, Required Tag = "PlayerViewZone" (or another). So interaction with the target is controlled by colliders and it is expected that the player’s view zone collides with what the player can actually see ahead.
For The King
Hovering over an object triggers a specially colored visual on the target. For example, highlighting a hex object: red if it’s unavailable, white if it’s available.
Сreate an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, CheckObject = ByComponentValue. CompareComponent = component on the hex that contains the value indicating whether it’s available, for example, bool IsHexAvailable. Set the target value = equals true and use the visual with white highlighting (try 2DGround). Then, create a new entry in the collection with the same settings but value = false, and assign a pointer with red highlighting there. Differentiating objects by Component Value allows to design tooltips using unique scripts and variables defined by the developer. See Example.

Darkest Dungeon II
Hovering over a UI object (a skill, upgrade icon, card, etc.) displays its description.
If the UI object to Hover is a prefab:
Create an item in the Tooltip Collection with a unique name "upgrade_icon_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText. Add a TooltipTrigger component to the UI target element, enter the name "upgrade_icon_tooltip", and set the trigger to OnHover. Set Tooltip Text to True and add the description that should be displayed. See External Triggers. Example is also available in the Demo Scene (Tips).
Darkest Dungeon II
Hovering over a UI object (a skill, upgrade icon, card, etc.) displays its description.
Alternatively, if there are many UI objects and configuring each prefab individually is impractical: create an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, ByType, UI, and UI Pointer Prefab = UIPointerHighlightedText. In this prefab, open the UIPointerAnimation component and edit the RedesignConsideringTarget method. Add logic to define how the text or visuals should change depending on the target object. See Example.

Songs of Conquest Hovering over 2D/3D object (location or an interactive object) displays its description.
If the 2D/3D object to Hover is a prefab:
Create an item in the Tooltip Collection with a unique name "interactive_obj_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or World Pointer Prefab = WorldText). Add a TooltipTrigger component to the World target element, enter the name "interactive_obj_tooltip", and set the trigger to OnHover. Set Tooltip Text to True and add the description that should be displayed. See External Triggers.
Hovering over 2D/3D object (location or an interactive object) displays its description.
Alternatively, if there are many objects and configuring each prefab individually is impractical: create an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, ByType, 2D/3D, and UI Pointer Prefab = UIPointerHighlightedText (or World Pointer Prefab = WorldText). In this prefab, open the UIPointerAnimation component and edit the RedesignConsideringTarget method. Add logic to define how the text or visuals should change depending on the target object. See Example.
Hovering over an object triggers an extra outline on it, where the outline (or any other effect) is controlled by a separate component on the target object.
Add a TooltipTrigger to the hoverable object, uncomment the #region MethodForEditing section, set bool activeState = isRaycasted;, and assign the object’s outline component in the inspector. The script will automatically detect isRaycasted, and the outline will enable or disable depending on the state. See Example. At least one Tooltip System is required in the scene.

Amnesia: The Bunker Hovering over an interactive object with the center of the screen triggers the interaction icon or cursor change, and moving away hides or changes it.
Сreate an item in the Tooltip Collection with a unique name. Set Trigger = OnScreenCenter, ByType, 2D/3D (or differentiate by component if the targets have a specific one). Use the OnTooltipStart/Complete fields. By default, you can use the ShowScreenCenterIcon method, which displays the built-in ScreenCenterIcon prefab. Replace it or add your own logic to control external objects. See Example.


Valiant Hearts: The Great War Player movement near the target triggers an interaction hint. For example, walking past a location that is available to visit.
If the side from which the player approaches does not matter:
Create an item in the Tooltip Collection with a unique name "avaliable_path_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or another suitable prefab with an interaction icon or key). Add a TooltipTrigger component to the activation zone, for example, to a door object or a chest, enter the name "avaliable_path_tooltip", and set Trigger = OnDistance, Distance Target = "Player" (or another). Specify the distance at which the trigger activates.
Player movement near the target triggers an interaction hint. For example, walking past a location that is available to visit.
If the side matters (facing required):
Create an item in the Tooltip Collection with a unique name "avaliable_path_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or another suitable prefab with an interaction icon or key). Add a TooltipTrigger component to the activation zone, for example, to a door object or a chest, enter the name "avaliable_path_tooltip", and set Trigger = OnTriggerCollision, Required Tag = "PlayerViewZone" (or another). So interaction with the target is controlled by colliders and it is expected that the player’s view zone collides with what the player can actually see ahead.
Valiant Hearts: The Great War Passing by the target triggers an outline on it (or another visual effect on the target).
Add a TooltipTrigger to the target object. Set it up to detect distances or collisions, as described above. Then uncomment the #region MethodForEditing section, set bool activeState = isWithinDistance || isTriggered;, and assign the object’s outline component in the inspector. The script will automatically detect activeState, and the outline will enable or disable depending on the state. See Example. At least one Tooltip System is required in the scene.

Racing Starter Kit FREE The navigator arrow points toward the target, like in racing games.
Create an item in the Tooltip Collection with a unique name "arrow_navigator". Set Trigger = External Trigger Only and World Pointer Prefab = 3DRoadNavigator. Call tooltip manually for a specific target by passing the target through the SceneReferences methods SetTooltipTarget and ShowTooltip. See Example.

Consider the advanced Automatic Tutorial Maker →
This asset can automatically trigger tutorial steps and take targets directly from a collection list, without the need to write any code for launch. It also supports more interactions, conditions for finishing tooltip, supports tooltip automatic generation based on dev`s input at runtime. Create game tutorials much easier (for example, run the scene and record [press E], so ATM generates a hint for the player asking to press E, which you can customize).
Automatic Tutorial Maker includes the full Dynamic Hover Tooltips content with add-ons. If you own the Dynamic Hover System, purchase it for $5 instead of $40.
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