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)

Chapter 4. Anchors Away

In the next two chapters, we start to work a lot more closely with our UI. Sure, we can throw a bunch of controls at the screen and arrange them here and there, but what happens when the screen resizes, the perspective changes, or it's run by someone with an 80 inch screen; what happens to our UI then?

With game development, we usually take this into account with our game world, just shrink and/or resize it to fit the device. The same cannot be said however for our UI. Text can become unreadable, and buttons may become too small or too big or even become unusable. There truly isn't one size that fits all, or is there?

Through the new Anchoring system in Unity UI, we can finally build a dynamic and responsive design that will look like the way we want it to, no matter the resolution it is displayed in. This is then complemented very well with a scaling component that slots straight onto our Canvases.

The following is the list of topics that will be covered in this chapter...