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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Packt Publishing,
2015.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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
- 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
- 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
- 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
- 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