GameScaffold gives you these calls in C#.
The floating Playtolia button resting in the bottom-left corner of a game
Opening the menu
LaunchMenu() opens the overlay menu. The result is the same as a player tap on the floating Playtolia button:
Opening a specific screen
To open one screen directly and skip the menu, induce the matching event:LaunchMenu() is a short form of Induce(InducedScaffoldEvent.UIShowMenu). If you prefer one call site, you can use Induce for all of the screens.
What happens when the player is signed out
Every screen in the table needs a player that is signed in. If the player is signed out, the SDK shows the login prompt instead of the screen that you asked for. You do not need to make sure that the player is signed in before these calls. After the player signs in, the prompt closes and the SDK returns the player to your game. Call the method again to open the screen.The login prompt in the default bottom sheet presentation
The same prompt as a side panel
UIShowFriends also needs the social component. If enableSocial is off in your declarative settings, the SDK ignores the call and writes a warning to the log.Where the menu opens
By default, the menu and every screen from the menu slide up from the bottom of the screen. A game can show them as a side panel instead. The panel is anchored to the leading screen edge and covers half of the screen width:The overlay menu as a bottom sheet, with room for three columns of tiles
The same menu as a side panel, where the grid drops to two columns
Showing and hiding the floating button
These methods control the floating Playtolia button only. They do not open or close the menu. If you want your own button to be the only entry point, use these methods together withLaunchMenu():
A hidden floating button does not disable Playtolia. The screens that you open with
LaunchMenu() or Induce() continue to work while the button is hidden.Moving and minimizing the floating button
Players can drag the button to any position on the screen. The snap mode controls the position of the button after the player releases it:
The name of each edge mode gives the edges that the mode allows, not the axis of the movement,
because these two readings are opposites. The older name
Edge still parses as
EdgeLeftRight, and existing settings continue to work.
When the player pushes the button past an edge that its mode allows, the button minimizes into
a notch on that edge. The notch has a chevron that points inward. The notch is a pill along
the edge, and it turns with the edge: upright on the left and the right, flat on the top and
the bottom. The straight side of the notch sits on the device’s safe-area boundary.
A tap on the notch expands the button and opens the menu. A swipe inward also expands the
button. The SDK judges the swipe by its distance and its speed. Thus a quick flick works, even
when the finger stops again over the edge. The slide and the shape change run as one movement,
not as two separate animations.
Minimized against the left edge: an upright pill with its flat side on the screen bound and the chevron pointing inward
Minimized against the bottom edge: the same notch turned flat, chevron pointing up
0..1. If you change the anchor or the position while
the button is minimized, the notch can also move to a different edge. The SDK selects that
edge from the edges that the current snap mode allows. If you change to a mode that does not
allow the current edge of the button, the SDK docks the button again. For example, a button
that is minimized on the left moves to the top or to the bottom with EdgeTopBottom.
Appearance and idle glass effect
When the SDK first shows the button, the button and the Playtolia logo scale, rotate, and fade into place. After a short period without a tap or a drag, the background of the button changes to a lighter translucent glass appearance. Each interaction restores the active appearance and starts the idle timer again. While a finger is on the button (a press or a drag), the button keeps its active appearance, and the idle and auto-hide timers start when the finger lifts. Under Project Settings ▸ Playtolia ▸ Overlay, you can customize both states without changing SDK code:- Background Color themes the expanded button and collapsed drawer together.
- Expanded Icon and Collapsed Icon accept PNG, JPEG, or SVG assets. Clear either Show Expanded Icon or Show Collapsed Icon to remove that state’s logo/arrow entirely.
- Expanded Length Along Edge and Expanded Depth From Edge are literal dimensions. The same length/depth model is used for the collapsed state, so size control does not change meaning when the button moves between the top, side, and bottom edges.
- Expanded Corner Radius controls the normal generated button. Set it to
0for a sharp, classic MMO-style drawer. - Collapsed Length, Collapsed Thickness, and Collapsed Corner Radius control the edge drawer independently. Values larger than the expanded host are safely clamped.
0..1. A negative idle delay becomes zero. The minimized
opacity applies while the button is in its notch. This value has priority over the active
value and over the idle value. With auto-hide on, a button therefore fades to the idle opacity
first and then changes to the minimized opacity when it docks. Set the minimized opacity at or
below the idle opacity if the notch must not become more visible than the idle button.
Each opacity value applies to the whole generated background: the fill, the highlight, the
border, and the shadow. An opacity of 0 leaves only the icon visible. Custom artwork is not
affected by these values.
Safe-area placement
Respect Device Safe Area is enabled by default. Android reads the system safe-drawing insets (including display cutouts and system bars), while iOS readssafeAreaInsets. The SDK
uses all four sides and recalculates placement when the available geometry changes, including
rotation. This keeps the expanded button and the reachable part of the collapsed drawer away
from notches, the Dynamic Island, and the home indicator without maintaining a device list.
Safe Area Padding adds extra space inside the OS-reported boundary. Disable safe-area
handling only when the game deliberately owns its own inset strategy.
Auto-hide
With auto-hide on, the button minimizes itself against its current side after a period without a touch. Only the notch stays over your game. A tap or a swipe on the notch expands the button again, and each interaction starts the timer again. Auto-hide never operates while the overlay menu is open. Auto-hide is off by default. To enable auto-hide, set Auto-Hide Overlay Button under Project Settings ▸ Playtolia ▸ Overlay. You can also enable it at runtime:ScaffoldStateful. They can also set the
initial values in DeclarativeSettings. These settings are overlayMenuPresentation,
overlayMenuPanelWidthFraction, overlayButtonAnchor, overlayButtonPositionX,
overlayButtonPositionY, overlayButtonSnapMode, overlayButtonMinimized,
overlayButtonDraggingEnabled, overlayButtonBackgroundColor, overlayButtonOpacity,
overlayButtonIdleOpacity, overlayButtonMinimizedOpacity, overlayButtonIdleDelayMillis,
overlayButtonAutoHideEnabled, overlayButtonAutoHideDelayMillis, overlayButtonIcon,
overlayButtonMinimizedIcon, overlayButtonShowIcon, overlayButtonShowMinimizedIcon,
overlayButtonExpandedArtwork, overlayButtonMinimizedArtwork,
overlayButtonArtworkFollowsEdge, overlayButtonSizeDp, overlayButtonExpandedLengthDp,
overlayButtonExpandedThicknessDp, overlayButtonCornerRadiusDp, overlayButtonMinimizedLengthDp,
overlayButtonMinimizedThicknessDp, overlayButtonMinimizedCornerRadiusDp,
overlayButtonRespectSafeArea, and overlayButtonSafeAreaPaddingDp.