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Unity 3D UI Essentials.

Unity is a powerful cross-platform development engine that provides rich framework to create 2D and 3D apps or games. Through Unity, users are able take master the complexities of game development with ease, including animations, physics, renderings, shaders, scripting and now, Unity have released a...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Jackson, Simon
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo

MARC

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520 |a Unity is a powerful cross-platform development engine that provides rich framework to create 2D and 3D apps or games. Through Unity, users are able take master the complexities of game development with ease, including animations, physics, renderings, shaders, scripting and now, Unity have released a new and advanced system to cope with the UI demands for modern applications and games. Unity 3D UI Essentials is a complete walk-through of the new UI system in Unity V4 and beyond (including Unity 5). This fast-paced practical tutorial provides you with in depth details of the new UI controls and layouts that can be used to create stunning and multiresolution UI. Venture forth into the highly componentized and advanced UI system, covering new features such as responsive designs and layouts. Also you get to deep-dive into the scripting side of the UI system as Unity has made the entire framework open source, giving free access to the source code of the new UI system to all developers. So get ready for a wild ride into the new Unity UI system and set your course for awesome! 
505 0 |a Cover -- Copyright -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Looking Back, Looking Forward -- State of play -- GUI controls -- The Label control -- Texture drawing -- The Button control -- The Text control -- The Box control -- The Toggle/checkbox control -- Toolbar panels -- The Slider/Scrollbar controls -- The ScrollView control -- Rich Text Formatting -- Common control features -- Grouping controls -- Naming controls -- Getting in focus -- Tooltips 
505 8 |a The Window controlGUI styles and skins -- GUI events and properties -- Layout controls -- BeginArea -- Horizontal and Vertical layout groups -- The Asset Store -- Enter Thunderdome -- New layouts -- Rect Transform -- The Canvas -- Groups -- Masking -- New controls -- New UnityEvent system -- Control extensibility -- Animation -- Even the Asset Store has you covered -- TextMeshPro (65) -- GUI Generator (40) -- MenuPage (10) -- Summary -- Chapter 2: Building Layouts -- The Rect Transforms -- The Rect Tool -- The Rect Transform component 
505 8 |a Scaling the Rect TransformThe Canvas -- The Canvas Renderer -- Canvas Groups -- Automatic layouts and options -- Horizontal Layout Group -- Vertical Layout Group -- Grid Layout Group -- Layout options -- Layout Element -- Content Size Fitter -- Aspect Ratio Fitter -- Scroll Rect -- Masks -- Resolution and scaling -- Constant Pixel Size -- Scale with Screen Size -- Constant Physical Size -- The UnityEvent system -- Raycasting -- Input modules -- Input events -- Event Triggers -- Summary -- Chapter 3: Control, Control, You Must Learn Control 
505 8 |a OverviewA word on code -- Setting up the project -- A warning on the built-in images -- Dealing with text -- A simple FPS control -- Adding interaction with input -- Shadows and effects -- Bring on the images -- Image types -- Simple Images -- Sliced Images -- Tiled Images -- Filled Images -- Adding animation to the mix -- A word on RawImage -- Don't push this button -- What makes it Selectable? -- An event occurred, what do I do? -- The ultimate awesome menu -- Which direction to travel? -- Grouping toggles -- Dynamic event properties 
505 8 |a Sliding opportunitiesAncient scrolls -- Scrolling, Rect'ing, and Masking, oh my -- Navigation -- A word on shaders -- Summary -- Chapter 4: Anchors Away -- Dropping Anchor -- Put a nail in it, and trim the sails -- Stretch it, bend it -- Scaling and resolution -- Working with the constant default -- Scaling to my view -- Getting physical -- Which to choose? -- Summary -- Chapter 5: Screen Space, World Space, and the Camera -- The Canvas and Cameras -- Screen Space and World Space -- Render cameras -- Event Cameras -- Getting some perspective 
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