Tooltip System
  • WELCOME
    • πŸ‘‹Hello
  • πŸ—ΊοΈRoadmap
  • ⛑️Support & Community
  • πŸŽ“Changelog
  • GETTING STARTED
    • πŸ”ŒImport package
    • πŸ““Scene Setup
    • πŸ“šCreating Tooltip UI
    • πŸ“˜Add tooltip content
  • HOW IT WORKS
    • 🧠Tooltip System
    • πŸ”·Tooltip Information
    • πŸ”·Tooltip Display Triggers
    • πŸ”·Tooltip Visuals (UI Prefabs)
    • πŸ”ΆTooltip Positioning
    • πŸ”ΆTooltip Timing and Visibility
    • ♦️Tooltip Animation Controller
    • ♦️Tooltip Layout System
    • 🧩Extensions
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On this page
  • Option 1: Editor-Assigned Tooltip
  • Option 2: Runtime-Assigned Tooltip
  • Option 3: Show Tooltips Manually
  1. GETTING STARTED

Add tooltip content

This page explains how to provide the content of the tooltip, either via Inspector or runtime scripting.

Option 1: Editor-Assigned Tooltip

  1. Add a TooltipObject to any GameObject.

  2. Add HoverObject to the it (by following instructions in inspector)

  3. Set information type in inspector (Information tab - this is the content type to display on tooltip UI)

  4. Optionally adjust display behavior:

    • Delay, position

βœ… Done β€” this object now shows a tooltip when hovered!


Option 2: Runtime-Assigned Tooltip

Retrieve your TooltipObject component and assign information at runtime.

var info = new TextTooltipInformation();
info.Text = "Dynamic tooltip generated in code";

tooltipTarget.Information = info;

Option 3: Show Tooltips Manually

For full manual control:

TooltipManager.Current.ShowTooltip(myInformation, worldPosition);
  • You can provide a custom position and override behavior.

  • You can provide custom delay

  • Useful for tutorials, tooltips triggered by events, etc.

To hide the tooltip manually only when information matches:

TooltipManager.Instance.HideTooltip(myInformation);
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Last updated 4 days ago

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