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Mastering UI Development with Unity

Mastering UI Development with Unity

By : Dr. Ashley Godbold
5 (4)
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Mastering UI Development with Unity

Mastering UI Development with Unity

5 (4)
By: Dr. Ashley Godbold

Overview of this book

Mastering UI Development with Unity covers the creation of captivating, functional UIs for player interaction and engagement. Learn design considerations, animation, particle effects, and UI optimization for various genres and platforms. Implement UIs using Unity's UI systems and input systems, creating visually engaging elements like HUDs, menus, and progress bars. Discover how to develop and implement UIs across multiple platforms and resolutions with practical examples. By the end, you'll confidently develop game UIs with technical and aesthetic considerations using Unity's versatile UI elements.
Table of Contents (28 chapters)
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1
Part 1: Designing User Interfaces
7
Part 2: Unity UI Basics
11
Part 3: The Interactable Unity UI Components
17
Part 4: Unity UI Advanced Topics
22
Part 5: Other UI and Input Systems

Full screen/screen portion taps

Many mobile games have a single input whereby you can tap anywhere on the screen to make an action happen. For example, endless runners tend to allow the player to tap or press and hold anywhere on the screen to jump. To achieve this, you only have to add an invisible button that covers the whole screen. If you have another UI that receives inputs, it needs to be in front of the full-screen button so that the button does not block the inputs to the other UI items.

Some games require that you tap on specific regions of the screen to perform specific actions. For example, I created a game called Sequence Seekers for my doctoral dissertation. This game included a down-the-mountain mode in which the player had to tap the left or right-hand side of the screen to move left or right in the game. I achieved this by adding invisible buttons that covered the two halves of the screen, as shown here:

Figure 2.14: Using invisible buttons to create tab zones

Figure 2.14: Using invisible buttons...

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