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 6. Working with the UI Source

So far we have done most things through the editor, which is fine. Adding Canvases, scaling them, throwing oodles of new UI at the screen, and even driving around in space getting veiled threats from passing spacefarers. All in a day's job!

Behind all this UI wonderfulness, there is a powerful new mechanism that keeps the UI in line and also offers an abundance of extra functionality that you make use of.

So let's delve into the underbelly of the new UI system and uncover its secrets.

The following is a list of topics that will be covered in this chapter:

  • The Event System and what it does

  • Events and delegates

  • Examples to learn by

  • What is open source and how to take advantage of it

Note

Note: This is a more advanced chapter than the previous chapters in this book, there is a lot here and it will come in useful for your game development journey but it isn't essential if you just want to use the editor-only features of the new UI system. I leave it in your hands...