Mastering UI Development with Unity Develop Engaging and Immersive User Interfaces with Unity

A captivating, fully functional UI is necessary for player interaction and engagement. Unity's tools give you the opportunity to create fascinating UIs to make your game stand out. Written by a skilled game designer and programmer, Mastering UI Development with Unity begins by describing variou...

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Detalles Bibliográficos
Autor principal: Godbold, Ashley (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited 2023.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009828025306719
Tabla de Contenidos:
  • Cover
  • Title Page
  • Copyright and Credits
  • Contributors
  • Table of Contents
  • Preface
  • Part 1: Designing User Interfaces
  • Chapter 1: Designing User Interfaces
  • Technical requirements
  • Defining UI and GUI
  • The four game interface types
  • Laying out the UI elements
  • Resolution and aspect ratio
  • Changing the aspect ratio and resolution of the game view
  • Building for a single resolution
  • Summary
  • Chapter 2: Designing Mobile User Interfaces
  • Technical requirements
  • Setting the resolution, aspect ratio, and orientation
  • Setting the resolution in the Game view
  • The Device Simulator
  • Building for a specific orientation
  • Recommended button sizes
  • Full screen/screen portion taps
  • The thumb zone
  • Other mobile inputs
  • Device-specific resources
  • Summary
  • Chapter 3: Designing VR, MR, and AR UI
  • What are XR, VR, MR, and AR?
  • Designing UI for VR
  • Visual UI placement and considerations
  • Interactable UI placement and considerations
  • Designing UI for MR
  • Designing UI for AR
  • Summary
  • Further reading
  • Chapter 4: Universal Design and Accessibility for UI
  • What are universal design and accessible design?
  • Universal design principles
  • Equitable use
  • Flexibility in use
  • Simple and intuitive use
  • Perceptible information
  • Tolerance of error
  • Low physical effort
  • Size and space for approach and use
  • Accessibility design
  • Vision
  • Hearing and speech
  • Mobility
  • Cognitive and emotional
  • Additional resources
  • Summary
  • Chapter 5: User Interface and Input Systems in Unity
  • The three UI systems
  • Unity UI (or uGUI)
  • IMGUI
  • UI Toolkit
  • Choosing between the UI systems
  • The two input systems
  • The Input Manager
  • The new Input System
  • Choosing between the Input System and the new Input System
  • Summary
  • Part 2: Unity UI Basics.
  • Chapter 6: Canvases, Panels, and Basic Layouts
  • Technical requirements
  • UI Canvas
  • Rect Transform component
  • Canvas component
  • Canvas Scalar component
  • Graphic Raycaster component
  • Canvas Renderer component
  • UI Panel
  • Rect Transform
  • Rect Tool
  • Rect Transform component
  • Anchor and Pivot Points
  • Canvas Group component
  • Introducing UI Text and Image
  • Examples
  • Laying out a basic HUD
  • Placing a 2D game background image
  • Setting up a basic pop-up menu
  • Summary
  • Chapter 7: Exploring Automatic Layouts
  • Technical requirements
  • Types of automatic layout groups
  • Horizontal Layout Group
  • Vertical Layout Group
  • Grid Layout Group
  • Layout Element
  • Ignore Layout
  • The Width and Height properties
  • Fitters
  • Content Size Fitter
  • Aspect Ratio Fitter
  • Examples
  • Laying out a HUD selection menu
  • Laying out a grid inventory
  • Summary
  • Chapter 8: The Event System and Programming for UI
  • Technical requirements
  • Accessing UI elements in code
  • UnityEngine.UI namespace
  • UI variable types
  • The Event System
  • Event System Manager
  • Input Manager
  • Input functions for buttons and key presses
  • GetButton
  • GetAxis
  • GetKey
  • GetMouseButton
  • Input Modules
  • Standalone Input Module
  • BaseInputModule/PointerInputModule
  • Input for multi-touch
  • Input for accelerometer and gyroscope
  • Event Trigger
  • Event types
  • Adding an action to the event
  • Event inputs
  • Raycasters
  • Graphic Raycaster
  • Other Raycasters
  • Examples
  • Showing and hiding pop-up menus with keypress
  • Pausing the game
  • Dragging and dropping inventory items
  • Pan and zoom with mouse and multi-touch input
  • Summary
  • Part 3: The Interactable Unity UI Components
  • Chapter 9: The UI Button Component
  • Technical requirements
  • UI Button
  • The Button component
  • Transitions
  • Navigation.
  • Invisible button zones
  • Examples
  • Navigating through Buttons and using First Selected
  • Loading scenes with Button presses
  • Button Animation Transitions
  • Summary
  • Chapter 10: UI Text and TextMeshPro
  • Technical requirements
  • UI Text GameObject
  • The Text and Character properties
  • The Paragraph properties
  • The Color and Material properties
  • The Raycast and Maskable properties
  • Text-TextMeshPro
  • Text Input properties
  • Main Settings
  • Extra Settings
  • TextMeshPro Project Settings
  • Working with fonts
  • Importing new fonts
  • Custom fonts
  • Font assets
  • Exploring the markup format
  • Font style
  • Font color
  • Font size
  • Using style sheets
  • Translating text
  • Examples
  • Creating animated text
  • Translating the dialogue
  • Custom font
  • TextMeshPro - Warped Text with Gradient
  • Summary
  • Chapter 11: UI Images and Effects
  • Technical requirements
  • UI Image component properties
  • Image Type
  • UI effect components
  • Shadow
  • Outline
  • Position As UV1
  • Examples
  • Horizontal and circular health/progress meters
  • Mute Buttons with sprite swap
  • Adding press-and-hold/long-press functionality
  • Creating a floating eight-directional virtual analog stick
  • Summary
  • Chapter 12: Using Masks, Scrollbars, and Scroll Views
  • Technical requirements
  • Using masks
  • The Mask component
  • Rect Mask 2D component
  • Implementing UI Scrollbars
  • The Scrollbar component
  • Implementing UI Scroll View
  • Scroll Rect component
  • Examples
  • Making a scroll view from a pre-existing menu
  • Summary
  • Chapter 13: Other Interactable UI Components
  • Technical requirements
  • Using UI Toggle
  • Toggle component
  • Toggle Group component
  • UI Slider
  • Slider component
  • UI Dropdown and Dropdown - TextMeshPro
  • Dropdown Template
  • The Dropdown component
  • UI Input Field
  • Input Field component.
  • Input Field - TextMeshPro
  • TextMeshPro - Input Field component
  • Examples
  • Creating a dropdown menu with images
  • Summary
  • Part 4: Unity UI Advanced Topics
  • Chapter 14: Animating UI Elements
  • Technical requirements
  • Animation Clips
  • Animation Events
  • Animator Controller
  • The Animator of Transition Animations
  • Animator layers
  • Setting Animation Parameters in scripts
  • Animator Behaviours
  • Animating pop-up windows to fade in and out
  • Animating a complex loot box
  • Summary
  • Chapter 15: Particles in the UI
  • Technical requirements
  • Particles in the UI
  • Examples
  • Creating a Particle System that displays in the UI
  • Summary
  • Chapter 16: Utilizing World Space UI
  • Technical requirements
  • When to use World Space UI
  • 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 17: Optimizing Unity UI
  • Optimization basics
  • Frame Rate
  • GPU and CPU
  • Tools for determining performance
  • Statistics window
  • Unity Profiler
  • Unity Frame Debugger
  • Basic Unity UI Optimization Strategies
  • Using multiple Canvases and Canvas Hierarchies
  • Minimizing the use of Layout Groups
  • Hiding objects appropriately
  • Appropriately time object pooling enabling and disabling
  • Reducing Raycast computations
  • Summary
  • Further reading
  • Part 5: Other UI and Input Systems
  • Chapter 18: Getting Started with UI Toolkit
  • Technical requirements
  • Overview of UI Toolkit
  • Installing the UI Toolkit package
  • Parts of the UI Toolkit system
  • Visual Elements and UI Hierarchy
  • Creating UI with the UI Builder
  • Using the UI Document component
  • Making The UI interactable with C#
  • The UIElements namespaces
  • Getting a reference to UI Documents variables
  • Managing Visual Element events.
  • Accessing Visual Element properties
  • Examples
  • Using the UI Toolkit to make an Editor virtual pet
  • Resources
  • Summary
  • Chapter 19: Working with IMGUI
  • Technical requirements
  • IMGUI overview
  • IMGUI Controls
  • IMGUI in the Inspector
  • Examples
  • Using IMGUI to show framerate in-game
  • Using IMGUI to make an Inspector button that imports data
  • Summary
  • Chapter 20: The New Input System
  • Technical requirements
  • Installing the Input System
  • Polling vs subscribing
  • Input System elements
  • Connecting Actions to code
  • Creating basic character controller Actions
  • Creating a basic character controller with the PlayerInput Component
  • Creating a basic character controller by referencing Actions in your code
  • Summary
  • Index
  • Other Books You May Enjoy.