Blueprint Queue Slot

2 min read

Updated on November 21, 2025

Introduction

The Blueprint Queue Slot simply refreshes its information based on the Blueprint that is assigned to it, while also being used a Button to select a Blueprint or clear the slot.

Note – The first Blueprint currently being crafted should also have this component, and enabling the IsResultBtn option.

Setting up

There is a prefab BlueprintQueueSlot located in /prefabs/UI.

Setting up without the prefab is easy and requires an Image for the Icon of Blueprint’s Result Item, the Button to click the slot and a Gameobject to display when hovering over the Button (This only works with a mouse).

There is null checking throughout, so use what you need for your game.

This component should be placed under a Canvas.

Settings

Icon
Assign an Image component to display the Blueprint Result Item Icon.

Btn
Assign an Button component to enable clicking the Blueprint Queue Slot to open the Blueprint Select Menu.

Close Overlay
Assign a Gameobject to display the Icon on hover of this slot. Could be something like an ‘X’ as in the prefab.

Is Result Btn
If this slot is the first slot – the one that is currently being crafted. This Slot is always visible by design.

Is Add Btn
If this slot is the last slot – the slot that can add Blueprints to the menu. This slot will be hidden if the Crafters MaxQueuedBlueprints is equal to the number of Blueprints in the queue currently and reappear when there is space.

Scripting

/// <summary>
/// Setup the button listeners to bring up the Blueprint menu
/// </summary>
/// <param name="crafter">The crafter that will have its queue changed</param>
public void InitSlot(Crafter crafter)

/// <summary>
/// Visually update the slot image 
/// </summary>
/// <param name="blueprint">The blueprint that was selected</param>
public void SetSlot(Blueprint blueprint)

/// <summary>
/// Empties the slot visually
/// </summary>
public void ClearSlot()