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Dr. Ashley Godbold - Mastering UI Development with Unity

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Mastering UI Development with Unity: summary, description and annotation

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A functional UI is an important component for player interaction in every type of video game. Along with imparting crucial statistical information to the player, the UI is also the window through which the player engages with the world established by the game. Unitys tools give you the opportunity to create complex and attractive UIs to make your game stand out.
This book helps you realize the full potential of Unitys powerful tools to create the best UI for your games by walking you through the creation of myriad user interface components.
Learn how to create visually engaging heads-up-displays, pause menus, health bars, circular progress bars, animated menus, and more. This book not only teaches how to lay out visual elements, but also how to program these features and implement them across multiple games of varying genres.
While working through the examples provided, you will learn how to develop a UI that scales to multiple screen resolutions, so your game can be released on multiple platforms with minimal changes.

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Mastering UI Development with Unity An in-depth guide to developing engaging - photo 1
Mastering UI Development with Unity
An in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018
Ashley Godbold

BIRMINGHAM - MUMBAI Mastering UI Development with Unity Copyright 2018 - photo 2

BIRMINGHAM - MUMBAI
Mastering UI Development with Unity

Copyright 2018 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.


Acquisition Editor: Noyonika Das
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First published: April 2018

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Published by Packt Publishing Ltd.
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ISBN 978-1-78712-552-0

www.packtpub.com

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About the author

Dr. Ashley Godbold is a programmer, game designer, artist, mathematician, and teacher. She holds a Bachelor of Science in Mathematics, a Master of Science in Mathematics, a Bachelor of Science in Game Art and Design, and a Doctor of Computer Science in Emerging Media where her dissertation research focused on educational video game design. She also authored Mastering Unity 2D Game Development: Second Edition (Packt Publishing). She enjoys playing video games and watching anime with her husband, daughter, and two cats.

About the reviewer

Adam Larson started programming professionally in 2005. He has shipped 14 console games, 2 PC titles, and 8 mobile games. In 2012, he founded a company that focused on using Unity for business applications. He spent the following 5 years building a million-dollar agency that built high-end software. Recently, he moved to another start-up, which is focusing on revolutionizing the banking industry. When he isn't doing something with technology, you will find him spending time with his wife and 3 kids.

What this book covers

, Designing User Interfaces, covers basic information related to designing user interfaces. Additionally, a detailed explanation of setting the aspect ratio and resolution of a Unity project is discussed.

, Canvases, Panels, and Basic Layouts, begins exploring the development of a user interface by appropriately laying out UI elements within a Canvas. Panels will be used and an introduction to Text and Images will be provided. The examples included in this chapter show how to lay out a basic HUD, create a permanent background image, and develop a basic pop-up menu.

, Automatic Layouts, discusses how to implement the various automatic layout components to streamline the UI building process. The examples included within this chapter utilize the automatic layout functionality to create a selection menu in the HUD and a gridded inventory.

, The Event System and Programming for UI, explains how to program interactions for graphical and hardware user interfaces. The examples covered in this chapter explain how to use the keyboard to make menus appear and disappear, how to pause the game, and how to create a drag and drop inventory system.

, Buttons, explores the various properties of buttons. The examples in this chapter walk through how to set up keyboard and controller navigation of buttons, how to load scenes when buttons are pressed, how to create animated button transitions, and how to make buttons swap their images.

, Text, Images, and TextMesh Pro-Text, discusses the properties of images and text more thoroughly and demonstrates how to affect their properties via code. The examples at the end of the chapter show how to create a dialog box with text that animates as if it was being typed in, how to create a custom font, how to make horizontal and circular progress meters/health bars, and how to create text that wraps with a gradient.

, Masks and Other Inputs, covers a myriad of UI inputs, as well as masks. Examples showing how to make a scrolling menu and a drop-down menu with images are covered at the end of the chapter.

, Animations and Particles in the UI, is all about animating the UI. The examples in this chapter show how to animate menus to fade in and out, and how to make a complex loot box animation with particles that appear in front of the UI elements.

, World Space UI, showcases how to create UI elements that exist within the game scene as opposed to on the "screen" in front of all in-game items. The examples cover how to create an interactive UI for a 2D scene and interactive, hover health bars for a 3D scene.

, Mobile-Specific UI, showcases interactions that are specific to mobile and touchscreen devices. The examples in this chapter show how to recognize when a portion of the screen is tapped on, how to zoom when the pinch action is performed, how to create press-and-hold or long-press interactions, and how to create static and floating on-screen control pads.

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