ENGLISH

Mastering UI Development With Unity

Book information

Publisher
Packt
Year
2018
ISBN
9781787125520
Language
english
Format
PDF
Filesize
32 MB (33555371 bytes)
Edition
1
Pages
459\459
Topic
Computers\\Programming: Games
Time added
2020-05-11 00:04:44

Description

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 component 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 Summary 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 Examples Laying Out an HUD Selection Menu Laying Out a Grid Inventory Summary 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 Examples 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 Summary Chapter 5: Buttons UI Button Button component Transitions None Color Tint Sprite Swap Animation Navigation Examples 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 Summary 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 Examples 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 Summary 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) Examples 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 Summary 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 Examples 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 Setting up the animations Creating a Particle System that displays in the UI Building a State Machine and timing the animations Summary Chapter 9: World Space UI When to use World Space Appropriately scaling text in the Canvas Other considerations when working in World Space Examples 2D World Space status indicators 3D hovering health bars Summary Chapter 10: Mobile-Specific UI Recommended button sizes Full screen/screen portion taps The thumb zone Multi-touch input Accelerometer and gyroscope Device resources Examples 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 Summary Other Books You May Enjoy Index

Similar books