Dropdowns and text inputs
Let players pick from a list or type a name, a number or a code.
Dropdowns let the player pick from a list, like graphics quality or language. Input fields let them type, like a player name or a gift code.
Dropdown menu
In Properties → Dropdown Options:
- Type each option in its own row. + Add Option adds a row and the bin icon removes one.
- Default Selected: the option shown when the screen opens.
- Slide Animation Direction: the menu opens downwards or upwards. Choose Slide Up for a dropdown near the bottom of the screen.
- Arrow Icon Direction and Rotation: how the little arrow looks.
- Preview Expanded: shows the open menu on the canvas, so you can style it.
The Text section sets the Placeholder (the text shown before anything is picked) and the font. Colors has separate colours for the header, the open menu, the hovered item, the selected item and the check mark.
What happens when the player picks something? In the Data tab, bind the selected option to a variable. Or open the Actions tab and add an interaction with the On Value Changed trigger.
Input field
In Properties → Input Field Settings:
- Content Type decides what the player may type:
- Standard: anything.
- Password: hidden with dots.
- PIN: digits only, hidden.
- Integer Number or Decimal Number.
- Alphanumeric: letters and digits only.
- Email Address.
- Name: every word starts with a capital letter.
- Line Type: a single line, or several lines.
- Character Limit: the maximum length (0 means no limit).
- Read Only: shows text that can't be changed.
The Text section's Placeholder is the grey hint shown while the field is empty, for example "Enter your name…".
Tip: Bind the input's text to a text variable in the Data tab (for example playerName). Whatever the player types is then available to other elements and to your Unity code.
In Unity
Dropdowns become Unity dropdowns and input fields become TextMeshPro input fields, with the same options, content type and limits.