Unity 2021 UI Button Click Event Tutorial

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In this Unity 2021 tutorial I show you how to register a UI Button event for a C# script and control an 3d animation in the scripting using the animator component and triggers.

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this was incredibly helpful and required little to no tweaking for my project keep up the great work.

ethankontvainis
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When I try this, it starts with the close animation. So the game starts with the box closing and stays closed until I hit open.

DextraVisual
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Hye.. Thanks for the tutor.. I have a question.. how do we setup raycast system on player camera so the ui button clickable in 3d environment for info to pop up or something.. I'm new in programming and cannot figure out how raycast work..

achikarif
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What do you do when you do all of that, but nothing happens when you click the button!

paulkruger
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my on click event looks different and i dont know how to use it! can you make a video for the latest version of unity?

lhit
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You should change the localization of the buttons for the canvas to stay in the left bottom corner and not in the center. This way the buttons will stay in the corner if you change display from full screen and so on...

Qurex
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How do pass variables into the inspector?

michaelciantar
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Great Work! Thx for sharing. Is it possible to add the button function as buttons integrated into the 3d object for a real gaming feeling or use it as an object inside a metaverse? Like you can move in the scene and trigger the button and the animation inside the game?

andreasgolla
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Dear Mr. Jayanam, I use jbake tools, it just works, now my bakes are very nice, and it finally makes sense <3 . .

I have small feature request, to add ' pixel bleed ', it's bec. without pixel bleed near UV islands, one get mipmap errors when zooming away, from a 3D model, esp. in Godot engine, I use it, bec. it's free, has PS3 almost graphics, it's good <3 . . I also find, for a 1024x1024 bake texture, I need 24 pixel bleed, but for 2048x2048, I need 48 pixel bleed, it's bec. each mipmap is a 50 % size, of original texture, to prevent something called ' moire ' effect, it's sort-of weird, or so . . . that means, a 2048 texture, first mipmap is 1024, compressed to 50 %, so after THAT, suddenly 48 pixel radius bleed, is 24 pixel, bec. of mipmap compression, each step is 50 % . . . it's a bit difficult, to always have to set pixel bleed for each bake, might it be in plug-in <3

charleslamb