Book Image

Unity 2018 Cookbook - Third Edition

By : Matt Smith, Francisco Queiroz
4 (2)
Book Image

Unity 2018 Cookbook - Third Edition

4 (2)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)

Extensible class-based code architecture to manage complex IMGUIs

For complex objects and editor interactions, you may find the number of GUI statements gets high, and code can quickly get hard to manage with very long OnGUI() methods. One approach to organise complex GUIs involves a list of items, and each item being an object-instance of a wrapper-class for a GUI control object. Each wrapper class will implement its own OnGUI() method.

In this recipe, we'll use this approach to create a complex GUI with well-organised code. This recipe is adapted from an example posted by Statement on answers.unity.com in 2013 to a question about the different IMGUI libraries: https://answers.unity.com/questions/601131/editorgui-editorguilayout-gui-guilayout-pshhh-when.html

We'll create IMGUI static labels, interactive text boxes and a button, and illustrate some flexible space and...