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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

The two input systems

As defined in Chapter 1, UI stands for user interface and encompasses all mechanisms by which the user and the game convey information to each other. When discussing the three UI systems, we talked about three ways in which the game communicates with the user – specifically through the use of GUI on an output device (i.e., a screen). However, if the user wants to communicate with the game, the user will have to have some means through which they can provide input. The game will then need to process that input.

There are two core ways in which Unity can handle input. The Input Manager or the Input System. Just as there are varying factors that would determine which UI system you may use, there are also varying factors that can help you determine which input system to use. Both systems allow you to easily process multiple types of input as if they are the same thing. For example, each system will let you process a keyboard space bar and an Xbox controller...

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