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)

Bring on the images


Next up is the Image control/component, which is the basis for all textured drawing in the new UI framework (even if you just want a colored box).

The Image control is also very important for any input where you want the player to interact with any UI GameObject as it forms the Hittable/Interactable area for the Raycasting system. This determines what point of the screen a user is touching/clicking and then uses the Image and its bounds (through the Graphics Raycaster) 3to determine which control the user may be interacting with.

Note

Don't forget, there are also other Raycaster systems such as the Physics and Physics2D raycasters if you want to test against 3D data, or you can build your own based on them.

When we add the Image control to our scene, we get the default view in the inspector as follows:

Note

Note: The Image Type property will not appear until you have assigned a Sprite to the Source Image property, allowing you to just use it as a simple or transparent background...