Queue short messages so each can be read, repeats are merged and backlogs shrink
Achievements, pickups and errors can fire at once. Showing them all on top of each other hides every one, showing them one by one makes the last wait a minute, and a message repeated twenty times should not fill the queue. Here is a small queue that merges repeats and speeds up without becoming unreadable.
Why this works
A message that vanishes before it is read is worse than none. Giving each its fair reading time, merging repeats, and shortening only the extra time when many wait keeps the player informed without letting a flood take over the screen.
When not to use it
Do not use it for messages that need an answer or carry important news, such as errors or purchases. Show those in a box that stays until the player closes it, and do not hide them in a queue.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 38 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Queue short messages so each can be read, repeats are merged and backlogs shrink" (read_entry mobile-toast-queue-with-minimum-reading-time) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP