Unity3D UI Essentials

More Information
Learn
  • Get to grips with the Legacy Unity GUI fundamentals to better understand the path forward
  • Explore the tools Unity introduced with the new UI system such as the Rect Transform layout tool
  • Unwrap the new base Unity UI controls and what makes them tick
  • Work with the layout features and take control in a multiresolution world
  • Build stunning UI within the 3D as well as the traditional 2D world
  • Understand the new Unity Event System and how it fits in to the new UI system and beyond
About

Unity is a powerful cross-platform development engine that provides rich framework to create 2D and 3D apps or games. Through Unity3D, 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 Unity3D UI system and set your course for awesome!

Features
  • Discover how to build efficient UI layouts coping with multiple resolutions and screen sizes
  • In-depth overview of all the new UI features that give you creative freedom to drive your game development to new heights.
  • Walk through many different examples of UI layout from simple 2D overlays to in-game 3D implementations
Page Count 280
Course Length 8 hours 24 minutes
ISBN 9781783553617
Date Of Publication 31 Jan 2015

Authors

Simon Jackson

Simon Jackson has been a tinkerer, engineer, problem solver, and solution gatherer ever since his early years. In short, he loves to break things apart, figure out how they work, and then put them back together; usually better than before.

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He started way back when with his first computer, the Commodore Vic20. It was simple, used a tape deck, and forced you to write programs in Basic or assembly language; those were fun times. From there, he progressed through the ZX Spectrum +2 and the joyous days of modern graphics, but still with the 30-minute load times from a trusty tape deck. Games were his passion even then, which led to many requests for another gaming machine, but Santa brought him an Amstrad 1640, his first PC. From there, his tinkering and building exploded, and that machine ended up being a huge monstrosity with so many add-ons and tweaked fixes. He was Frankenstein, and this PC became his own personal monster crafted from so many parts. Good times.

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This passion led him down many paths, and he learned to help educate others on the tips and tricks he learned along the way; these skills have equipped him well for the future.

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Today, he would class himself as a game development generalist. He works with many different frameworks, each time digging down and ripping them apart, and then showing whoever would listen through his blog, videos, and speaking events how to build awesome frameworks and titles. This has been throughout many generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame, Unity3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary frameworks—he did them all. This gives him a very balanced view of how to build and manage many different types of multiplatform titles.

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He didn't stop there as he regularly contributed to the MonoGame project, adding new features and samples, and publishing on NuGet. He also has several of his own open source projects and actively seeks any new and interesting ones to help with.

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By day, he is a lowly lead technical architect working in the healthcare industry, seeking to improve patients' health and care through better software (a challenge to be sure). By night, he truly soars! Building, tinkering, and educating while trying to push game titles of his own. One day they will pay the bills, but until then, he still leads a double life.