Since last year I’ve been thinking about how to handle tooltips in games. For Cantata, we have a procedural tooltip system. This means that, instead of hand creating every possible tooltip and toggling it on/off when the player mouses over something, we have no handcrafted tooltips and instead build them procedurally from components at runtime. This has a ton of benefits, but one of the pain points has always been stuff like this: Though we don’t have explicit Gameobject tooltips, each to...