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Mastering UI development with unity : an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018 / Ashley Godbold.

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Format:
Book
Author/Creator:
Godbold, Ashley, author.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Unity (Electronic resource).
Physical Description:
1 online resource (468 pages)
Edition:
1st edition
Other Title:
Mastering User-interface development with Unity
Place of Publication:
Birmingham ; Mumbai : Packt, [2018]
System Details:
text file
Summary:
Master Game UI system by creating captivating user interface components with Unity 5 through Unity 2018 and C#. Learn about UI texts, images, world space UI, mobile-specific UI and much more. About This Book Develop a game UI with both technical and aesthetic considerations Use all the UI elements provided by Unity's UI system Step-by-step examples of creating user interface components in the top game genres Who This Book Is For This book is for anyone keen to improve their games via a great user interface with Unity's UI system. If you're looking for a book that explains how to develop specific user interfaces or that thoroughly explains how each of the individual Unity components work, this book is for you. What You Will Learn Design principles and patterns for laying out elements in your UI Techniques that allow your UI to scale appropriately in different resolutions How to use automatic layouts to streamline your UI building process Properties of the Event System and how to appropriately hook events to your UI elements Access the components and properties of UI elements via code Implement all of Unity's built-in UI elements as well as those provided by TextMeshPro Develop key UI components that are popularly used in multiple game genres Add visual flare to user interfaces with the use of animation and particle effects Create a UI that displays in the Screen Space as well as World Space In Detail A functional UI is an important component for player interaction in every type of video game. Along with imparting crucial statistical information to the player, the UI is also the window through which the player engages with the world established by the game. Unity's tools give you the opportunity to create complex and attractive UIs to make your game stand out. This book helps you realize the full potential of Unity's powerful tools to create the best UI for your games by walking you through the creation of myriad user interface components. Learn how to create visually engaging heads-up-displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches how to lay out visual elements, but also how to program these features and implement them across multiple games of varying genres. While working through the examples provided, you will learn how to develop a UI that scales to multiple screen resolutions, so your game can be released on multiple platforms with minimal changes. Style and approach The book...
Contents:
Cover
Title Page
Copyright and Credits
Packt Upsell
Contributors
Table of Contents
Preface
Chapter 1: Designing User Interfaces
UI and GUI
Four game interface types
Layout
Color schemes
Interface metaphors
Resolution and aspect ratio
Changing the aspect ratio and resolution of the game view
Building for a single resolution
Resetting the resolution
Method 1 - PlayerPrefs.DeleteAll()
Method 2 - Deleting PlayerPref files
Building for a single aspect ratio
Setting the orientation
Summary
Chapter 2: Canvases, Panels, and Basic Layouts
UI Canvas
Rect Transform component
Canvas component
Screen Space-Overlay
Screen Space-Camera
World Space
Canvas Scalar component
Constant Pixel Size
Scale with Screen Size
Constant Physical Size
World
Graphic Raycaster component
Canvas Renderer component
UI Panel
Rect Transform
Rect Tool
Positioning modes
Rect Transform edit modes
Anchor and Pivot Point
Canvas Group component
Introducing UI Text and Image
Examples
Laying out a basic HUD
Placing a background image (2D game)
Setting up a basic pop-up menu
Chapter 3: Automatic Layouts
Types of Automatic Layout Groups
Horizontal Layout Group
Padding
Spacing
Child Alignment
Control Child Size
Child Force Expand
Vertical Layout Group
Grid Layout Group
Cell Size
Start Corner and Start Axis
Constraint
Layout Element
Ignore Layout
The Width and Height properties
Min Width and Height
Preferred Width and Height
Flexible Width and Height
Fitters
Content Size Fitter
Aspect Ratio Fitter
Laying Out an HUD Selection Menu
Laying Out a Grid Inventory
Chapter 4: The Event System and Programming for UI.
Accessing UI elements in code
UnityEngine.UI namespace
UI variable types
The Event System
Event System Manager
First Selected
Send Navigation Events
Drag Threshold
Input Manager
Input functions for buttons and key presses
GetButton
GetAxis
GetKey
GetMouseButton()
Input Modules
Standalone Input Module
Hololens Input Module
Base Input Module/Pointer Input Module
Event Trigger
Event Types
Pointer events
Drag and Drop events
Selection events
Other events
Adding an action to the event
Event inputs
Raycasters
Graphic Raycaster
Other Raycasters
Showing and hiding pop-up menus with keypress
Using KeyCode with the Inventory Panel
Using Input Manager with the pause panel
Pausing the game
Dragging and dropping inventory items
Chapter 5: Buttons
UI Button
Button component
Transitions
None
Color Tint
Sprite Swap
Animation
Navigation
Navigating through Buttons and using First Selected
Laying out the Buttons
Setting the explicit navigation and First Selected
Loading scenes with Button presses
Button Animation Transitions
Mute buttons with image swap
Chapter 6: Text, Images, and TextMesh Pro-Text
UI Text
Text component
The Text and Character properties
Paragraph properties
The Color and Material properties
Raycast Target properties
Markup format
Font style
Font color
Font size
Importing new fonts
Font Size
Rendering Mode
Character
Ascent Calculation Mode
Dynamic font settings
Importing font styles
Custom fonts
UI Image
Image component
Image Type
Simple
Sliced
Tiled
Filled
UI effect components
Shadow
Outline
Position as UV1
TextMesh Pro-Text
Text Input Box
Font Settings.
Extra Settings
Animated text
Creating a Background Canvas prefab and a new scene
Laying out the Text Box Windows
Animating the Text Box text
Custom font
Adjusting the character spacing and changing the font size
Horizontal and circular health/progress meters
Horizontal health bar
Circular progress meter
Wrapped text with Gradient
Chapter 7: Masks and Other Inputs
Masks
Mask component
Rect Mask 2D component
UI Toggle
Toggle component
Toggle default event - On Value Changed (Boolean)
Toggle Group component
UI Slider
Slider component
Slider default event - On Value Changed (Single)
UI Scrollbar
The Scrollbar component
Scrollbar default event - On Value Changed (Single)
UI Scroll View
Scroll Rect component
Movement properties
Properties concerning scrolling speed
Properties of the Scrollbars
Scroll Rect default event - On Value Changed (Vector2)
UI Dropdown and TextMeshPro - Dropdown
Dropdown Template
The Dropdown component
Caption properties
Template properties
Option properties
Dropdown default event - On Value Changed (Int32)
UI Input Field
Input Field component
Properties of entered text and onscreen keyboards
Content Types
Line Types
Input Types
Keyboard Types
Character Validation options
Properties of the caret and selection
Input field default events - On Value Changed (String) and On End Edit (String)
TextMeshPro - Input Field
TMP_Input Field component
Input Field settings
Control settings
TextMeshPro - Input Field default events - On Select (String) and On Deselect (String)
Making a scroll view from a pre-existing menu
Creating a dropdown menu with images
Laying out the dropdown with caption and item images.
Using the information from the dropdown selection
Chapter 8: Animations and Particles in the UI
Animation clips
Animation Events
Animator Controller
The Animator of Transition Animations
Animator layers
Setting Animation Parameters in scripts
Animator behaviours
Particles in the UI
Animating pop up windows to fade in and out
Setting up the animations
Setting the Animator's Parameters with code
Animating a complex loot box with Particle System
Creating a Particle System that displays in the UI
Building a State Machine and timing the animations
Chapter 9: World Space UI
When to use World Space
Appropriately scaling text in the Canvas
Other considerations when working in World Space
2D World Space status indicators
3D hovering health bars
Chapter 10: Mobile-Specific UI
Recommended button sizes
Full screen/screen portion taps
The thumb zone
Multi-touch input
Accelerometer and gyroscope
Device resources
Adding press-and-hold/long-press functionality
Creating a static four-directional virtual D-pad
Creating a floating eight-directional virtual analog stick
Setting up the eight-directional virtual analog stick
Making the eight-directional virtual analog stick float
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Index.
Notes:
Description based on print version record.
OCLC:
1035515732

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