Book Image

Unity3D UI Essentials

By : Simon Jackson
Book Image

Unity3D UI Essentials

By: Simon Jackson

Overview of this book

<p>Unity is a powerful cross-platform development engine that provides rich framework to create 2D and 3D apps or games. Through Unity3D, users are able take master the complexities of game development with ease, including animations, physics, renderings, shaders, scripting and now, Unity have released a new and advanced system to cope with the UI demands for modern applications and games.</p> <p>Unity 3D UI Essentials is a complete walk-through of the new UI system in Unity V4 and beyond (including Unity 5). This fast-paced practical tutorial provides you with in depth details of the new UI controls and layouts that can be used to create stunning and multiresolution UI.</p> <p>Venture forth into the highly componentized and advanced UI system, covering new features such as responsive designs and layouts. Also you get to deep-dive into the scripting side of the UI system as Unity has made the entire framework open source, giving free access to the source code of the new UI system to all developers.</p> <p>So get ready for a wild ride into the new Unity3D UI system and set your course for awesome!</p>
Table of Contents (14 chapters)

Summary


So now we have a deep appreciation of the past and a glimpse into the future. One thing you might realize is that there is no one stop shop when it comes to Unity; each feature has its pros and cons and each has its uses. There may still be cases when it is just easier to use the Unity legacy GUI to achieve an effect (still using the basic GUI.DrawTexture for a splash screen for example, although even that is very easy with the new UI system) provided you take the performance concerns on board with mobile devices. It all comes down to what you want to achieve and the way you want to achieve it; never dismiss anything just because it's old (except for GUIText and GUITexture, they are just really really old…)

In this chapter, we covered the following topics:

  • The history of Unity legacy GUI

  • Detailed walkthrough of the legacy Unity GUI

  • Whistlestop tour of the new Unity UI system and what we can expect from this title

In the next chapter, we will start with the underlying framework and guts behind the new GUI system, namely:

  • The new Rect Transform control (not just for Unity UI)

  • The new Rect Transform component (and why it's great)

  • The Canvas control

  • What Unity have done for scaling and resolution for UIs

  • The all new and improved Event messaging system for the Unity UI system, complete with new shiny raycasting features and helpers

It promises to be a fun ride, and once we are through that, then in chapter 3, Control, Control, You Must Learn Control we can move on to actually building some UI and then placing it in your game scenes in weird and wonderful ways.

Now stop reading this and turn the page already!!