Building Unity UI that scales for a real game - Prefabs/Scenes?

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Learn how to build a UI that works across multiple scenes, loads dynamically, and binds to whatever you want in Unity. I'll show you the steps I use to create a user interface as a separate scene instead of a prefab, the collaboration benefits you'll get from it, and how to bind everything easily so it all dynamically updates without writing too much code or overcomplicating things.

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Well written.
Putting the UI in a separate scene... seems like a good idea.
I'll try it.

MaxIzrin
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Thanks! Your Videos and Tutorials are on the level that I need right now and it's very useful to me!

LiveOverflow
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It' s more about event system for me, and it helped a lot to understand event system better. You rock Jason bro, thanks for the effort.

suleymanbucuk
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That debbuing thing at 14:00 is probably one of the most useful thinks I've ever seen. Thanks a lot!

CasualCosta
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Thanks for this video. Really helped me wrap my head around Actions.

PaulLovato
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I noticed that Unity released a Best Practices Guide book for free today. I was wondering if you could go through it live or in a video in the future. I bet you'd have a lot of great stuff to say about it.

lmbura
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Very interesting idea about having static events and exporting UI into own scene. I have to give it a try. Thanks!

rickloyd
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Another great tutorial Jason! I was searching for how to do this about an hour before you uploaded. I must support you on Patron!

thefatnav
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this was great!, some people do tutorials, your's feel more like a class. I've specially found useful all the content related to game architecture, as that's been for me the most obscure part of learning game design self thaught cause is so hard to know about these thing until you are deep into the consequences of not taking them into consideration in early developement phase.

I wanna correct my self now, im not self thaught, i'm self motivated, it's actually people like you, brackeys and others that actually guided that motivation to become learning and progress, so i sincerely thank you for your time and for your generosity towards the community.

FenrirDragonheart
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@22:49 - place holder. - ironically I was designing my UI's IN separate screens its nice to know that i can just call them additively.

thecookies
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Because some people were confused, Jason's use of the class "Entity" is his own custom class and has nothing to do with any existing C#/Unity frameworks.

Ziplock
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Thank you for this very informative tutorial. Now I have a much clearer understanding of how to use events and callbacks rather than dumping everything in Update()!
When I read the title, I was kinda expecting a tutorial on how to make UI scale across all devices (especially for mobile). Would be great if you could share with us any best practices for that :)

wallacesee
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Great video! I like how you provide solutions that can be used in real projects and do not stop where it gets a little more advanced. It also do appreciate the work which must go in setting everything up so the explanation is well structured and everything works flawlessly. Would love to see more videos of this kind.

aoberthuer
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Thank you. Did not know that Events works across scenes.

sseymour
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Thanks Jason! Nice idea putting the UI into its own scene. The data binding stuff is cool!

raveheart
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I’d love to see a video going more in-depth into a multi-scene workflow :D

ndev
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When I first started learning to code they simply didn't have videos like this teaching you everything. You had to get on some programming forums or an IRC chat to get help and ask questions, and a lot of the really skilled guys were mean and didn't want to talk to a "silly n00b", lmao. Nowadays you can learn almost any skill on YouTube, even quantum astrophysics. 🤣

GameDevNerd
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I do like that you use event-driven approach via public events. No wonder, because I've probably learned to use them in Unity in one of your earlier tutorials. Your channel is pure gold for Unity programmers.

phobos_
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Null propagation in general is the better way because the operation of checking whether the event subscribers is null and if not invoking the subscribers is atomic. That's of value in a multithreded application where another thread could remove an event subscription between the if (MyEvent == null) check and the call to invoke MyEvent. Maybe that's not a concern with Unity I'm only a noob with it. But anything that's of no cost that you can to to avoid potential issues is a good thing.

xlerb
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Thank you, unity branded Dan Harmon, great tutorial :)

Kofferino