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...
Other Authors: | |
---|---|
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.