Well, we finally have a very slick UI system, for Unity 3D. This course is dedicated to Teaching you the basics of using the new UI system. The contents of these lessons is a culmination of learning how to use the new UI system, while it was in Beta, and in final release projects.
We will cover the basics of adapting your UI to multiple resolutions, on how to utilize the new Event system, and how to set up more professional UI controls. By the end of this course you will have built your own frontend UI, and learn how to develop a UI system for your own projects.
Lets take a look at what we will build through out this course and understand the goals of this training material.
In Lesson one we will cover the aspects of creating UI screens, utilizing the new Unity UI system. We will look at how to make your UI's resolution independent, and how to begin to add UI elements to your screens. We will also set up our folder structure and take a look at the workflow of creating a full ui, from photoshop to unity. By the end of this lesson you will have created your very first two screen UI setup.
Lecture 3 picks up where lecture 2 left off and continues to walk through the basics of using the UI canvas and some of the more basic UI elements, such as images and buttons.
In order to create fully functional UI's with the Unity UI system, we will have to get a basic understanding of how Button events, and code works with the UI. In this lesson we will write a simple script that allows us to keep the splash screen up for a certain amount of time, then transition to the next screen. We will then conclude the lesson by getting a basic understanding of how button events work, with the UI System, and how we can create UI interactions without coding at all. By the end of this lesson you will have a simple two screen ui that loops between the screens.
Now that we have a simple UI setup, lets take a look at how we can begin to get a bit more organized about our UI construction by understanding how to use the Layout Components in the Unity UI. This will enable us to build out a nice clean menu button group, that scales well, and can be animated and faded as a single object. By the end of this lesson you will have gained knowledge of how to use Vertical layouts and how to set up your ui's very accurately.
With all our main UI components in place, we will walk through the process of completing our whole, simple, UI flow, utilizing the techniques we have learned so far. By the end of this lesson you will have a fully functioning UI flow with five screens, and buttons to navigate between those screens.
In lesson five we are going to take a look at another UI element that Unity has provided us, the Slider. Throughout this lesson you will get a better understanding of how the slider is constructed, and how to modify it from a visual standpoint. We will then take a look at how to write a small script that will give you access to the value the slider is currently set, when the game is running. By the end of this lesson you will have gained the understanding to create your own custom sliders and retrieve their values for us in your own game projects.
Now that we have a solid grounding in how to utilize the pre-built ui components that Unity gives us, lets take a look at hwo we can utilize the UI components to build up our own custom UI element. In this lesson we will learn how to make a scroller element that has interia, masking, and overall more control over the feel of the UI.By the end of this lesson you will have a firm grasp of how to create your own custom UI components for your game projects.
In lesson seven we will take a peek at how to do some UI animation, to make a panel slide in and out, using the Mechanim animation system. This becomes very powerful, but does require a bit more setup than what we have done so far. By the end of this course, our menu button group will slide in and out, and the switching of the screens will be triggered by the animation itself.
With our main menu animation in place and functioning, we know need to set up a screen manager to manage how the screens turn on and off. We will also take a look at how to utilize animation events, to trigger the screen switch, by waiting for the end of an animation, and triggering the screen switch with an event. This last lesson in the course, will leave you with the knowledge to create your own basic UI systems, complete with animation and just a little bit of code.
By the end of this course you will have built your own frontend UI and learned how to develop a UI system for your own projects.
Gametutor teaches the latest in game development and technical art for Unity 3D, Houdini 14, Houdini Engine, C#, and Substance Designer. Gametutor has been teaching industry professionals, online, for over a year and a half, and continues to push the boundaries of game development education.
Noah Kaarbo (Co-Creator / Designer / Entrepreneur), has worked in the Game Industry for over 14 years. He has helped ship over 20 AAA titles, ranging from Halo Reach to countless Forza, Call of Duty, and infamous franchises. He is proud to be contributing his skill sets to Gametutor.
Kenny Lammers (Co-Creator / Instructor / Programmer / Technical Artist) has worked in the Game Industry for over 14 years, for large game companies such as Microsoft Games Studios, Activision Blizzard, Surreal Software, Eline Media and Amazon. He has a deep knowledge of C# programming, Shader Development for Games, General Technical Art Techniques, Modeling, Texturing, and Teaching. He has taught course online, for Digipen, and for the University of Washington.
Our Goal with Gametutor is to bring the highest quality Technical Art and Programming training, to the masses, and show how awesome game development can be!