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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

Making an animated 3D UI warning


Warnings in games can be provided in many ways, for doing both the right and wrong things. However, having the option of 3D capabilities allows us to create more interesting and dynamic warning messages.

How to do it...

  1. To begin, let's create our warning in the UI. We can start by adding a panel. Right-click on the Hierarchy panel, then go to UI | Panel and rename it as 3DWarning. We can continue to add other UI elements, so we want a title inside another panel to evidence it and maybe add some text. As best practice, every time you add a component, tweak its anchor points as well so that everything can scale properly. At the end, we should have something that looks like this:

  2. Now, we should take advantage of the third dimension and adjust the value of the z axis for the components in the foreground. We can adjust it incrementally, similar to what we did in the first recipe of this chapter - Creating a 3D menu. At the end, we should see something like what is...

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