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)

Sliding opportunities


As we almost get to the end of our built-in controls journey, we see more complex setup of controls that are again just combinations of what has come before with a simple script to manage a set of child components (instead of the bulky legacy GUI controls of the past).

You should see a pattern emerge now, that just about anything is possible and how you use even the built-in scripts is completely within your control.

As we can see, when you add the Slider control to our Scene, we get yet another default control makeup (you don't have to be bound by the default setup either):

For the Slider, Unity provides by default:

  • A grouping parent GameObject for the slider, with the Slider component attached

  • A Background for the entire control (unlike the Toggle, which was just the checkbox area)

  • An empty GameObject used to provide a Rect Transform area for the Slider bar, with a child Image to fill the area using a default built-in sprite, the area is filled based on the Value property...