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Simon Jackson

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 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!
412 páginas impresas
Año de publicación
2015
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Citas

  • Дядя Ваняcompartió una citahace 6 años
    private Vector2 scrollPosition = Vector2.zero;
    private bool blnToggleState = false;
    void OnGUI()
    {
    scrollPosition = GUI.BeginScrollView(new Re
  • Timur Ahmetovcompartió una citahace 8 años
    As you can see, the Slider is now drawn with a red cross; this shows that it is being rendered incorrectly. Effectively, its left and right edges have been folded over onto themselves (think of it like folding a piece of paper over itself), and because UI cannot be rendered backwards, it cannot be drawn.
    The reason for this is quite simple. All our measurements for position and padding are now completely wrong; they simply haven't been scaled or factored into the new type of measurement we have selected using our Canvas Scaler.
  • Timur Ahmetovcompartió una citahace 8 años
    Note: We only add an EventSystem to the scene for the custom input module. We don't actually need a Canvas or any UI components!
    If everything went well, when you run the scene and move the sphere using the arrow keys, when the Hero accidentally trips one of the alarms, they will be assaulted from all sides by the cubes.

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