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)

Animation clips

The great thing about the Unity Animation System is that you can animate nearly any property of the UI. To create an Animation Clip, simply open the Animation Window (Window | Animation or Ctrl + 6), and with the UI element you want to animate, select Create:

Once you do so, you'll be prompted to save the Animation Clip.

After creating the Animation Clip, you can then add any property to the clip's timeline by clicking on Add Property:

Doing so will bring up every component of the object, as well as a list of all of its children:

You can also view the components and children of each child:

Then, you can view the components and children of those children. You can continue on in this manner until you have exhausted the list of GameObjects that are nested under the selected GameObject.

If you expand a component of GameObject or one of its children, you...