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Hands-On Unity  Game Development - Fourth Edition

You're reading from  Hands-On Unity Game Development - Fourth Edition

Product type Book
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Pages 742 pages
Edition 4th Edition
Languages
Authors (2):
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Profile icon Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Profile icon Juan Gabriel Gomila Salas
View More author details

Table of Contents (28) Chapters

Preface 1. Section 1: Getting Started with Unity
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

Canvas object types

So far, we have used the simplest Canvas object type—a white box—but there are plenty of other object types we can use, such as images, buttons, and text. All of them use RectTransform to define their display area, but each one has its own concepts and configurations to understand.

In this section, we will explore the following Canvas object concepts:

  • Integrating assets for the UI
  • Creating UI controls

Let’s first start exploring how we can integrate images and fonts to use in our Canvas so that we can integrate them in our UI, using the Images and Text UI object types.

Integrating assets for the UI

Before making our UI use nice graphics assets, we need to integrate them properly into Unity to use them in our UI. In the following screenshot, you will find the UI design we propose for our game:

Figure 15.7: UI design

On top of that, we will add a Pause menu, which will be activated when the user...

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