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Mastering UI Development with Unity : Develop Engaging and Immersive User Interfaces with Unity / Ashley Godbold.

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Godbold, Ashley, author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Video games--Design.
Video games.
Video games--Programming.
Physical Description:
1 online resource (638 pages)
Edition:
Second edition.
Place of Publication:
Birmingham, England : Packt Publishing Ltd., [2024]
Biography/History:
Godbold Dr. Ashley: Ashley Godbold is a programmer, game designer, artist, mathematician, and teacher. She holds a Bachelor of Science in Mathematics, a Master of Science in Mathematics, a Bachelor of Science in Game Art and Design, and a Doctor of Computer Science in Emerging Media where her dissertation research focused on educational video game design. She also authored Mastering Unity 2D Game Development: Second Edition (Packt Publishing) and the first edition of Mastering UI Development with Unity. In her free time, she enjoys playing video games and watching anime with her husband, daughter, three cats, and dog.
Summary:
A captivating, fully functional UI is necessary for player interaction and engagement. Unity's tools give you the opportunity to create fascinating UIs to make your game stand out. Written by a skilled game designer and programmer, Mastering UI Development with Unity begins by describing various design considerations for developing stellar UIs for different genres and platforms. From laying out UIs and creating movements through animation and particle effects to optimizing UI performance, every aspect is meticulously covered. Next, you’ll learn the technicalities of implementing UIs with all three UI systems provided by Unity as well as both the Unity input systems. You'll be able to breathe life into your game with visually engaging heads-up displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches you how to lay out visual elements but also how to program these features and implement them across multiple games of varying genres. With practical examples, you'll understand how to develop and implement UIs across multiple platforms and screen resolutions with minimal changes. By the end of this book, you’ll have the skills you need to develop game UIs confidently with both technical and aesthetic considerations using Unity’s versatile UI elements.
Contents:
Cover
Title Page
Copyright and Credits
Contributors
Table of Contents
Preface
Part 1: Designing User Interfaces
Chapter 1: Designing User Interfaces
Technical requirements
Defining UI and GUI
The four game interface types
Laying out the UI elements
Resolution and aspect ratio
Changing the aspect ratio and resolution of the game view
Building for a single resolution
Summary
Chapter 2: Designing Mobile User Interfaces
Setting the resolution, aspect ratio, and orientation
Setting the resolution in the Game view
The Device Simulator
Building for a specific orientation
Recommended button sizes
Full screen/screen portion taps
The thumb zone
Other mobile inputs
Device-specific resources
Chapter 3: Designing VR, MR, and AR UI
What are XR, VR, MR, and AR?
Designing UI for VR
Visual UI placement and considerations
Interactable UI placement and considerations
Designing UI for MR
Designing UI for AR
Further reading
Chapter 4: Universal Design and Accessibility for UI
What are universal design and accessible design?
Universal design principles
Equitable use
Flexibility in use
Simple and intuitive use
Perceptible information
Tolerance of error
Low physical effort
Size and space for approach and use
Accessibility design
Vision
Hearing and speech
Mobility
Cognitive and emotional
Additional resources
Chapter 5: User Interface and Input Systems in Unity
The three UI systems
Unity UI (or uGUI)
IMGUI
UI Toolkit
Choosing between the UI systems
The two input systems
The Input Manager
The new Input System
Choosing between the Input System and the new Input System
Part 2: Unity UI Basics.
Chapter 6: Canvases, Panels, and Basic Layouts
UI Canvas
Rect Transform component
Canvas component
Canvas Scalar component
Graphic Raycaster component
Canvas Renderer component
UI Panel
Rect Transform
Rect Tool
Anchor and Pivot Points
Canvas Group component
Introducing UI Text and Image
Examples
Laying out a basic HUD
Placing a 2D game background image
Setting up a basic pop-up menu
Chapter 7: Exploring Automatic Layouts
Types of automatic layout groups
Horizontal Layout Group
Vertical Layout Group
Grid Layout Group
Layout Element
Ignore Layout
The Width and Height properties
Fitters
Content Size Fitter
Aspect Ratio Fitter
Laying out a HUD selection menu
Laying out a grid inventory
Chapter 8: The Event System and Programming for UI
Accessing UI elements in code
UnityEngine.UI namespace
UI variable types
The Event System
Event System Manager
Input Manager
Input functions for buttons and key presses
GetButton
GetAxis
GetKey
GetMouseButton
Input Modules
Standalone Input Module
BaseInputModule/PointerInputModule
Input for multi-touch
Input for accelerometer and gyroscope
Event Trigger
Event types
Adding an action to the event
Event inputs
Raycasters
Graphic Raycaster
Other Raycasters
Showing and hiding pop-up menus with keypress
Pausing the game
Dragging and dropping inventory items
Pan and zoom with mouse and multi-touch input
Part 3: The Interactable Unity UI Components
Chapter 9: The UI Button Component
UI Button
The Button component
Transitions
Navigation.
Invisible button zones
Navigating through Buttons and using First Selected
Loading scenes with Button presses
Button Animation Transitions
Chapter 10: UI Text and TextMeshPro
UI Text GameObject
The Text and Character properties
The Paragraph properties
The Color and Material properties
The Raycast and Maskable properties
Text-TextMeshPro
Text Input properties
Main Settings
Extra Settings
TextMeshPro Project Settings
Working with fonts
Importing new fonts
Custom fonts
Font assets
Exploring the markup format
Font style
Font color
Font size
Using style sheets
Translating text
Creating animated text
Translating the dialogue
Custom font
TextMeshPro - Warped Text with Gradient
Chapter 11: UI Images and Effects
UI Image component properties
Image Type
UI effect components
Shadow
Outline
Position As UV1
Horizontal and circular health/progress meters
Mute Buttons with sprite swap
Adding press-and-hold/long-press functionality
Creating a floating eight-directional virtual analog stick
Chapter 12: Using Masks, Scrollbars, and Scroll Views
Using masks
The Mask component
Rect Mask 2D component
Implementing UI Scrollbars
The Scrollbar component
Implementing UI Scroll View
Scroll Rect component
Making a scroll view from a pre-existing menu
Chapter 13: Other Interactable UI Components
Using UI Toggle
Toggle component
Toggle Group component
UI Slider
Slider component
UI Dropdown and Dropdown - TextMeshPro
Dropdown Template
The Dropdown component
UI Input Field
Input Field component.
Input Field - TextMeshPro
TextMeshPro - Input Field component
Creating a dropdown menu with images
Part 4: Unity UI Advanced Topics
Chapter 14: Animating UI Elements
Animation Clips
Animation Events
Animator Controller
The Animator of Transition Animations
Animator layers
Setting Animation Parameters in scripts
Animator Behaviours
Animating pop-up windows to fade in and out
Animating a complex loot box
Chapter 15: Particles in the UI
Particles in the UI
Creating a Particle System that displays in the UI
Chapter 16: Utilizing World Space UI
When to use World Space UI
Appropriately scaling text in the Canvas
Other considerations when working in World Space
2D World Space status indicators
3D hovering health bars
Chapter 17: Optimizing Unity UI
Optimization basics
Frame Rate
GPU and CPU
Tools for determining performance
Statistics window
Unity Profiler
Unity Frame Debugger
Basic Unity UI Optimization Strategies
Using multiple Canvases and Canvas Hierarchies
Minimizing the use of Layout Groups
Hiding objects appropriately
Appropriately time object pooling enabling and disabling
Reducing Raycast computations
Part 5: Other UI and Input Systems
Chapter 18: Getting Started with UI Toolkit
Overview of UI Toolkit
Installing the UI Toolkit package
Parts of the UI Toolkit system
Visual Elements and UI Hierarchy
Creating UI with the UI Builder
Using the UI Document component
Making The UI interactable with C#
The UIElements namespaces
Getting a reference to UI Documents variables
Managing Visual Element events.
Accessing Visual Element properties
Using the UI Toolkit to make an Editor virtual pet
Resources
Chapter 19: Working with IMGUI
IMGUI overview
IMGUI Controls
IMGUI in the Inspector
Using IMGUI to show framerate in-game
Using IMGUI to make an Inspector button that imports data
Chapter 20: The New Input System
Installing the Input System
Polling vs subscribing
Input System elements
Connecting Actions to code
Creating basic character controller Actions
Creating a basic character controller with the PlayerInput Component
Creating a basic character controller by referencing Actions in your code
Index
Other Books You May Enjoy.
Notes:
Includes index.
Includes bibliographical references and index.
Description based on publisher supplied metadata and other sources.
Description based on print version record.
ISBN:
9781803238760
1803238763
OCLC:
1439829409

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