Unity 3D: GUI Practice - Freelancer Main Menu

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I've been practicing and learning a lot of UI. It's something I've never spent a lot of time on, as I like working on game systems instead.

I found some great examples that gave me some inspiration and showed me some new ways to approach it that I had never thought of before. Stuff like using the built in interfaces (like IPointerEnterHandler, IPointerExitHandler, and so on) makes handling button related things so much easier. It's stuff that should be mentioned in the documentation or official tutorials, but it's not.

One thing I paid special attention to was making sure that it works at arbitrary resolutions and aspect ratios. That's thankfully a hell of a lot easier with the new GUI tools, but there were some specific things like the swiping in animations that I had to take special care to make sure they were always valid. I learned a lot about animations in general while working on this.

I decided to copy Freelancer's menu because it offers a few interesting little challenges such as the way it animates, plus I just really like Freelancer.
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Wow that looks exactly like Freelancer's main menu. I'm not sure I'm even convinced it's done in Unity like that looks so legit!

ej_sykes
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Man, all those old feels. You woke them up.

pendelbembel
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God dammit this game deserves something more... Dem feelz bruh

DavyJonesVFX
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Heh, Wishful Thinking...

*cries herself to sleep*

LittleWasp
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IPointerEnterHandler, IPointerExitHandler I never knew about, damn. I've been using NGUI a TON though so I haven't played with Canvas/native GUI for a while.

happy_moth
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At this point Why you're just being mean. You know that right?

chardwreck
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need UI HUD markers and weapon system to be completed, not this crap

Cipoch
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