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Unity UI Cookbook

Unity UI Cookbook

By : Sapio
4.5 (13)
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Unity UI Cookbook

Unity UI Cookbook

4.5 (13)
By: Sapio

Overview of this book

With the increasing interest in game development, it's essential to design and implement a UI that reflects the game settings and shows the right information to the player. The Unity system is used to create complex and aesthetically pleasing user interfaces in order to give a professional look and feel to a game. Although the new Unity UI system is powerful and quite easy to use, by integrating it with C# scripts, it's possible to realize the potential of this system and bring an impressive UI to games. This guide is an invaluable collection of recipes if you are planning to use Unity to develop a game. Starting with the basic concepts of the UI components, we’ll take you all the way through to creating complex interfaces by including animations and dynamics elements. Based on real-world problems, these recipes will start by showing you how to make common UI elements such as counters and healthbars. You will then get a walkthrough of how to manage time using timers, and will learn how to format them. You will move on to decorating and animating the UI elements to vivify them and give them a professional touch. Furthermore, you will be guided into the 3D UI world and into HUD scripting. Finally, you will discover how to implement complex minimaps in the interface.
Table of Contents (12 chapters)
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11
Index

Adding a smooth tilt effect


There are many effects that can be applied to both 2D and 3D menus. Some of them can be small and subtle, such as a glow effect when the player moves the mouse cursor on a menu item. But while these effects are typically a nice touch for creating more dynamic interactions, they are usually complementary to 2D menus. 3D menus provide us with the ability to add another layer of movement along another dimension. As such, we can have the entire menu perform a range of different movements, such as rotation and tilting, both on its own and via user interaction. Since we are able to utilize the z axis, we are able to have elements projected in a different way. For instance, we are able to have the elements placed at various locations along the z axis. When we rotate items that are farther away, they rotate at a slower rate than those that are closer (to the camera). This is known as the parallax effect. This recipe will touch on some basic movements, such as moving and...

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