Mastering UI development with unity an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018

Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. About This Book Develop a game UI with both technical and aesthetic considerations Use all the UI elements p...

Full description

Bibliographic Details
Other Authors: Godbold, Ashley, author (author)
Format: eBook
Language:Inglés
Published: Birmingham ; Mumbai : Packt [2018]
Edition:1st edition
Subjects:
See on Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009631736806719
Table of Contents:
  • Cover
  • Title Page
  • Copyright and Credits
  • Packt Upsell
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Designing User Interfaces
  • UI and GUI
  • Four game interface types
  • Layout
  • Color schemes
  • Interface metaphors
  • Resolution and aspect ratio
  • Changing the aspect ratio and resolution of the game view
  • Building for a single resolution
  • Resetting the resolution
  • Method 1 - PlayerPrefs.DeleteAll()
  • Method 2 - Deleting PlayerPref files
  • Building for a single aspect ratio
  • Setting the orientation
  • Summary
  • Chapter 2: Canvases, Panels, and Basic Layouts
  • UI Canvas
  • Rect Transform component
  • Canvas component
  • Screen Space-Overlay
  • Screen Space-Camera
  • World Space
  • Canvas Scalar component
  • Constant Pixel Size
  • Scale with Screen Size
  • Constant Physical Size
  • World
  • Graphic Raycaster component
  • Canvas Renderer component
  • UI Panel
  • Rect Transform
  • Rect Tool
  • Positioning modes
  • Rect Transform component
  • Rect Transform edit modes
  • Anchor and Pivot Point
  • Canvas Group component
  • Introducing UI Text and Image
  • Examples
  • Laying out a basic HUD
  • Placing a background image (2D game)
  • Setting up a basic pop-up menu
  • Summary
  • Chapter 3: Automatic Layouts
  • Types of Automatic Layout Groups
  • Horizontal Layout Group
  • Padding
  • Spacing
  • Child Alignment
  • Control Child Size
  • Child Force Expand
  • Vertical Layout Group
  • Grid Layout Group
  • Cell Size
  • Start Corner and Start Axis
  • Constraint
  • Layout Element
  • Ignore Layout
  • The Width and Height properties
  • Min Width and Height
  • Preferred Width and Height
  • Flexible Width and Height
  • Fitters
  • Content Size Fitter
  • Aspect Ratio Fitter
  • Examples
  • Laying Out an HUD Selection Menu
  • Laying Out a Grid Inventory
  • Summary
  • Chapter 4: The Event System and Programming for UI.
  • Accessing UI elements in code
  • UnityEngine.UI namespace
  • UI variable types
  • The Event System
  • Event System Manager
  • First Selected
  • Send Navigation Events
  • Drag Threshold
  • Input Manager
  • Input functions for buttons and key presses
  • GetButton
  • GetAxis
  • GetKey
  • GetMouseButton()
  • Input Modules
  • Standalone Input Module
  • Hololens Input Module
  • Base Input Module/Pointer Input Module
  • Event Trigger
  • Event Types
  • Pointer events
  • Drag and Drop events
  • Selection events
  • Other events
  • Adding an action to the event
  • Event inputs
  • Raycasters
  • Graphic Raycaster
  • Other Raycasters
  • Examples
  • Showing and hiding pop-up menus with keypress
  • Using KeyCode with the Inventory Panel
  • Using Input Manager with the pause panel
  • Pausing the game
  • Dragging and dropping inventory items
  • Summary
  • Chapter 5: Buttons
  • UI Button
  • Button component
  • Transitions
  • None
  • Color Tint
  • Sprite Swap
  • Animation
  • Navigation
  • Examples
  • Navigating through Buttons and using First Selected
  • Laying out the Buttons
  • Setting the explicit navigation and First Selected
  • Loading scenes with Button presses
  • Button Animation Transitions
  • Mute buttons with image swap
  • Summary
  • Chapter 6: Text, Images, and TextMesh Pro-Text
  • UI Text
  • Text component
  • The Text and Character properties
  • Paragraph properties
  • The Color and Material properties
  • Raycast Target properties
  • Markup format
  • Font style
  • Font color
  • Font size
  • Importing new fonts
  • Font Size
  • Rendering Mode
  • Character
  • Ascent Calculation Mode
  • Dynamic font settings
  • Importing font styles
  • Custom fonts
  • UI Image
  • Image component
  • Image Type
  • Simple
  • Sliced
  • Tiled
  • Filled
  • UI effect components
  • Shadow
  • Outline
  • Position as UV1
  • TextMesh Pro-Text
  • Text Input Box
  • Font Settings.
  • Extra Settings
  • Examples
  • Animated text
  • Creating a Background Canvas prefab and a new scene
  • Laying out the Text Box Windows
  • Animating the Text Box text
  • Custom font
  • Adjusting the character spacing and changing the font size
  • Horizontal and circular health/progress meters
  • Horizontal health bar
  • Circular progress meter
  • Wrapped text with Gradient
  • Summary
  • Chapter 7: Masks and Other Inputs
  • Masks
  • Mask component
  • Rect Mask 2D component
  • UI Toggle
  • Toggle component
  • Toggle default event - On Value Changed (Boolean)
  • Toggle Group component
  • UI Slider
  • Slider component
  • Slider default event - On Value Changed (Single)
  • UI Scrollbar
  • The Scrollbar component
  • Scrollbar default event - On Value Changed (Single)
  • UI Scroll View
  • Scroll Rect component
  • Movement properties
  • Properties concerning scrolling speed
  • Properties of the Scrollbars
  • Scroll Rect default event - On Value Changed (Vector2)
  • UI Dropdown and TextMeshPro - Dropdown
  • Dropdown Template
  • The Dropdown component
  • Caption properties
  • Template properties
  • Option properties
  • Dropdown default event - On Value Changed (Int32)
  • UI Input Field
  • Input Field component
  • Properties of entered text and onscreen keyboards
  • Content Types
  • Line Types
  • Input Types
  • Keyboard Types
  • Character Validation options
  • Properties of the caret and selection
  • Input field default events - On Value Changed (String) and On End Edit (String)
  • TextMeshPro - Input Field
  • TMP_Input Field component
  • Input Field settings
  • Control settings
  • TextMeshPro - Input Field default events - On Select (String) and On Deselect (String)
  • Examples
  • Making a scroll view from a pre-existing menu
  • Creating a dropdown menu with images
  • Laying out the dropdown with caption and item images.
  • Using the information from the dropdown selection
  • Summary
  • Chapter 8: Animations and Particles in the UI
  • Animation clips
  • Animation Events
  • Animator Controller
  • The Animator of Transition Animations
  • Animator layers
  • Setting Animation Parameters in scripts
  • Animator behaviours
  • Particles in the UI
  • Examples
  • Animating pop up windows to fade in and out
  • Setting up the animations
  • Setting the Animator's Parameters with code
  • Animating a complex loot box with Particle System
  • Setting up the animations
  • Creating a Particle System that displays in the UI
  • Building a State Machine and timing the animations
  • Summary
  • Chapter 9: World Space UI
  • When to use World Space
  • Appropriately scaling text in the Canvas
  • Other considerations when working in World Space
  • Examples
  • 2D World Space status indicators
  • 3D hovering health bars
  • Summary
  • Chapter 10: Mobile-Specific UI
  • Recommended button sizes
  • Full screen/screen portion taps
  • The thumb zone
  • Multi-touch input
  • Accelerometer and gyroscope
  • Device resources
  • Examples
  • Adding press-and-hold/long-press functionality
  • Creating a static four-directional virtual D-pad
  • Creating a floating eight-directional virtual analog stick
  • Setting up the eight-directional virtual analog stick
  • Making the eight-directional virtual analog stick float
  • Summary
  • Other Books You May Enjoy
  • Index.