Book Image

Unity UI Cookbook

By : Francesco Sapio
Book Image

Unity UI Cookbook

By: Francesco Sapio

Overview of this book

With the increasing interest in game development, it's essential to design and implement a UI that reflects the game settings and shows the right information to the player. The Unity system is used to create complex and aesthetically pleasing user interfaces in order to give a professional look and feel to a game. Although the new Unity UI system is powerful and quite easy to use, by integrating it with C# scripts, it's possible to realize the potential of this system and bring an impressive UI to games. This guide is an invaluable collection of recipes if you are planning to use Unity to develop a game. Starting with the basic concepts of the UI components, we’ll take you all the way through to creating complex interfaces by including animations and dynamics elements. Based on real-world problems, these recipes will start by showing you how to make common UI elements such as counters and healthbars. You will then get a walkthrough of how to manage time using timers, and will learn how to format them. You will move on to decorating and animating the UI elements to vivify them and give them a professional touch. Furthermore, you will be guided into the 3D UI world and into HUD scripting. Finally, you will discover how to implement complex minimaps in the interface.
Table of Contents (17 chapters)
Unity UI Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating and placing a 3D UI


Traditionally, UIs are static and are bound to the x and y axes. However, 3D UIs are more dynamic. As such, it is necessary to consider the placement of 3D UIs. In this recipe, you will learn how to place a 3D UI.

How to do it...

  1. To begin, we need to create Canvas. We can do this by adding any UI element to the scene, as we have done many times during this book so far, or we can add it directly by right-clicking on the Hierarchy panel and then going to UI | Canvas.

  2. Next, select Canvas in the Hierarchy panel, and in the Inspector, change Render Mode to World Space. Setting the Canvas to the World Space mode means that it is positioned in the space and it can be viewed from all the cameras within the world, provided they are pointed towards it.

  3. Now that we are working in 3D, we need to keep the scale of our project in mind. As such, we need to make sure that we change the project settings from 2D to 3D. We do this in order to have adequate reference points (keeping...