Book Image

Mastering UI Development with Unity

By : Ashley Godbold
Book Image

Mastering UI Development with Unity

By: Ashley Godbold

Overview of this book

A functional UI is an important component for player interaction in every type of video game. Along with imparting crucial statistical information to the player, the UI is also the window through which the player engages with the world established by the game. Unity's tools give you the opportunity to create complex and attractive UIs to make your game stand out. This book helps you realize the full potential of Unity's powerful tools to create the best UI for your games by walking you through the creation of myriad user interface components. Learn how to create visually engaging heads-up-displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches how to lay out visual elements, but also how to program these features and implement them across multiple games of varying genres. While working through the examples provided, you will learn how to develop a UI that scales to multiple screen resolutions, so your game can be released on multiple platforms with minimal changes.
Table of Contents (12 chapters)

Event inputs

As stated in the Event Trigger section, you may not want to use an Event Trigger component, because the Event Trigger component causes the object on which it is attached to receive all the events listed in the Event Trigger section. So, if you are worried about performance issues, you will want an alternate way to receive events on an object.

All event types that were available to add in the Event Trigger can also be added to an object via code without using the Event Trigger component. To use an event without the Event Trigger component, you must derive your script from the appropriate interface and know the type of event data class that the event uses.

An interface is a template that defines all the required functionality that a class can implement. So, by using an interface, you can then use any of the methods or functions that have been defined within that interface...