Book Image

NGUI for Unity

By : Charles Bernardoff (EURO)
Book Image

NGUI for Unity

By: Charles Bernardoff (EURO)

Overview of this book

Table of Contents (14 chapters)

Preface

This book is dedicated to beginners of the Next-Gen UI kit, also known as NGUI. You may have heard about this Unity 3D plugin; it is popular amongst developers for its easy-to-use and effective WYSIWYG workflow.

NGUI provides built-in components and scripts to create beautiful user interfaces for your projects, with most of the work happening inside the editor.

Through this book, you will gather the necessary knowledge to create interesting user interfaces. The seven chapters of this book are practical and will guide you through the creation of both a main menu and a 2D game.

What this book covers

Chapter 1, Getting Started with NGUI, describes NGUI's functionalities and workflow. We will then import the plugin and create our first UI system and study its structure.

Chapter 2, Creating Widgets, introduces us to our first widget and explains how we can configure it. It then explains how to create a main menu using the Widget template

Chapter 3, Enhancing Your UI, explains the drag-and-drop system and how to create draggable windows. It also covers the use of animations, scrollable text, and localization with NGUI.

Chapter 4, C# with NGUI, introduces C# event methods and advanced code-oriented components that will be used to create tool tips, notifications, and Tweens through code.

Chapter 5, Building a Scrollable Viewport, introduces us to an interactive fullscreen-scrolling viewport using scroll bars, keyboard arrows, and draggable items.

Chapter 6, Atlas and Font Customization, explains how you can customize your UI using your own sprites and fonts; this will enable us to modify the appearance of our entire main menu.

Chapter 7, Creating a Game with NGUI, covers game features, such as spawning mobile enemies, handling player input, and detecting collisions between widgets to create a game.

What you need for this book

In order to follow this book, you will need the Unity 3D software available at http://unity3d.com/unity/download.

You may use any version of Unity, but I recommend the 4.x cycle. Just the Add Component button and copy-paste component features will buy you some time.You must be familiar with Unity's basic workflow; the words GameObjects, Layers, and Components should not be a secret for you.

All the code pertaining to coding skills are available here and explained with comments on each line. So if you are not familiar with them, you will still be able to understand it.

While working with this book, we will create our own Sprites. If you do not want to or cannot create these assets by yourself, don't worry; the ones I have created for this book will be available for download.

You will also need the NGUI plugin for Unity by Tasharen Entertainment. You can buy it directly from the Unity Asset Store or you can click on the Buy Now button at the bottom of the page http://www.tasharen.com/?page_id=140.

Who this book is for

Whether you are a beginner starting to work with Unity 3D, an intermediate, or a professional developer searching for an effective UI solution, this book is for you.

You have worked on games or apps for PC, console, or mobile platforms, but are you struggling with Unity's built-in UI system to create your game's interfaces and menus? This is where you should be.

Once you have finished reading this book, you will discover that building a user interface can be easy, fast, and fun!

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "Declare a new Difficulty variable to store current difficulty."

A block of code is set as follows:

public void OnDifficultyChange() 
{
  //If Difficulty changes to Normal, set Difficulties.Normal
  if(UIPopupList.current.value == "Normal")
    Difficulty = Difficulties.Normal;
  //Otherwise, set it to Hard
  else Difficulty = Difficulties.Hard;
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

//We will need the Slider
UISlider slider;

void Awake ()
{
  //Get the Slider
  slider = GetComponent<UISlider>();
  //Set the Slider's value to last saved volume
  slider.value = NGUITools.soundVolume;
}

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "You can now click on the Create Your UI button."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the example code

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Downloading the color images of this book

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Errata

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Questions

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