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)

Animations and Particles in the UI

Since we have already discussed how to create animation transitions for buttons (Chapter 5, Buttons), in this chapter, we'll take a look at animation transitions more thoroughly and discuss how to create animations for UI elements in a more general sense.

This chapter will demonstrate how to create animations within the UI and use Particle systems within the UI.

In this chapter, we will discuss the following topics:

  • Applying animations to the various UI elements
  • Displaying particle systems in front of UI elements
  • Creating a pop-up window that fades in and out
  • Creating a complex animation system with a State Machine and Animation Events

As with previous chapters, all of the examples shown in this section can be found within the Unity project provided in the code bundle. They can be found within the scene labeled Chapter8Text in the Assets...