Jump to ratings and reviews
Rate this book

Unity 3D UI Essentials

Rate this book
Leverage the power of the new and improved UI system for Unity to enhance your games and apps If you have a good understanding of Unity's core functionality and a decent grasp of C# scripting in Unity (although not essential if you are just using the Editor with the new UI), you'll be well placed to take advantage of the new UI feature set. 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!

280 pages, Paperback

First published January 31, 2015

5 people are currently reading
21 people want to read

About the author

Simon Jackson

46 books3 followers

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
5 (38%)
4 stars
5 (38%)
3 stars
1 (7%)
2 stars
1 (7%)
1 star
1 (7%)
Displaying 1 of 1 review
Profile Image for Tino Tinux.
4 reviews7 followers
March 5, 2015
The author in more or less 250 pages guide you on how to build efficient User Interface layouts that supports multiple resolutions and different screen sizes.
Through many examples of UI layouts from simple 2D overlays to in-game 3D implementations you will learns all the new UI features that give you the opportunity to drive your game development to a higher level.
I loved the practical tutorial stile and the walk-through of the new UI system in Unity (4.6+)… in nuts the author cover all you need to know to get started.


-> Who This Book Is For:
This book is for anyone with:
• a solid understanding of Unity's core functionality,
• a base C# scripting in Unity


-> What you need for this book:
Of course you need Unity3D V4.6+
I suggest to utilize also Visual Studio 2012 (Express, Pro, or higher).


-> What is covered in the book:
Chapter 1, Looking Back, Looking Forward, is a retrospective look at what Unity3D had to offer prior to 4.6 and an overview of what 4.6 and beyond brings to the table, including a high-level overview of all the new UI features.
This chapter cover the following topics:
• A look back into what legacy Unity GUI is
• Tips, tricks, and an understanding of legacy GUI and what it has done for us
• A shiny new UI start
• A high level overview of the new UI features
• Unity2D and what it means to the new UI
• The Improved Unity3D editor

Chapter 2, Building Layouts, covers the core elements of the new Unity UI system, the Canvas and Rect Transforms. These elements are the foundations of the new Unity UI system.
This chapter cover the following topics:
• The new Rect Transform
• The Unity UI canvas
• Layout and grouping systems
• Unity Events and the new EventSystem

Chapter 3, Control, Control, You Must Learn Control, Unity UI introduces a heap-load of new UI controls to suit just about any UI need, from buttons and checkboxes to entire scrollable areas and layout masks. Here, we will delve deep into how to make the most of all the controls available.
This chapter cover the following topics:
• Overview on all the base controls of the new UI framework
• Some interesting examples using the new controls
• A walk through the new control navigation system
• Texture mapping controls
• Layer masks and scrollable areas

Chapter 4, Anchors Away, provides a detailed walk-through of how to make the most of the new Unity UI anchor system and build responsive layouts/designs.
This chapter cover the following topics:
• Positioning
• In depth overview of UI anchor points
• Scaling UI with the Canvas Scaler
• Building a responsive health bar
• Attempting to sail our ship through dangerous waters
• Responsive design

Chapter 5, Screen Space, World Space, and the Camera, Here we finally delve into one of the most highly anticipated parts of the new UI system: the ability to easily build perspective UI layouts and add UI elements as 3D objects within a scene.
This chapter cover the following topics:
• Overviews of the new Canvas modes
• The difference between Screenspace and Worldspace canvas’s
• Understanding the impact of cameras
• Camera logic and perspective
• 2D, 3D ad what to watch out for
• Simple and big UI examples

Chapter 6, Working with the UI Source, looks at all the coding behind the UI framework and explores the new Event System and UnityEvent frameworks. The chapter finishes with a walk-through, the open source project for the UI system, allowing you to see just about every line of code Unity has written for the new UI.
This chapter cover the following topics:
• Working with controls at the code level.
• The Event System and what it does
• Events and delegates
• Examples to learn by
• What is open source and how to take advantage of it
• Adding your own code in to the UI Source.

Appendix, The 3D Scene Sample, talks about a flashy 3D demo scene, which was discussed in Chapter 5, Screen Space, World Space, and the Camera, to show off the UI. Because this wasn't the focus of the book, it was added as an optional appendix that you could follow if you wish. The instructions are also available online and as a downloadable package to enable developers of all levels to make use of it.
This chapter cover the following topics:


-> About Author:
Simon Jackson is a lead technical architect working in the healthcare software industry seeking to improve patients' health and care through better software (a challenge to be sure), but by night I truly soar! Building, tinkering, and educating whilst trying to push game titles of my own. One day they will pay the bills, but until then I still lead a double life.
More recently, I achieved the highly acclaimed reward of being a Microsoft MVP in the ID@Xbox program, for my evangelizing efforts in the game development space. This won't change much about me, but will give me additional tools to help game developers out there.

He wrote also Mastering Unity 2D Game Development.

About the Reviewers:
Attilio Carotenuto is a senior game developer at Space Ape Games, based in London. There, he uses Unity to create awesome mobile and tablet strategy games such as Samurai Siege.

Adam Dawes is a software developer and systems architect working at a cutting-edge online service development company.

Javier García-Lajara Herrero was part of the booming video game industry in Spain, participating in the Commandos saga of Pyro Studios, where he developed as an artist, before continuing his career in different studies at Virtual Toys, Bitoon, and Unusual Studios.

Dr. Sebastian T. Koenig received his PhD in human interface technology from the University of Canterbury, New Zealand, developing a framework for individualized virtual reality cognitive rehabilitation. He obtained his diploma in psychology from the University of Regensburg, Germany, in the areas of clinical neuropsychology and virtual reality rehabilitation.

Simon Wheatley first got into programming with the Sinclair ZX81 and then the Acorn BBC Micro. This hobby led onto a bachelor's degree in information technology, after which he embarked on an IT career working in the service, manufacturing, and higher education sectors.
Displaying 1 of 1 review

Can't find what you're looking for?

Get help and learn more about the design.