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Mastering UI Development with Unity

You're reading from   Mastering UI Development with Unity Develop engaging and immersive user interfaces with Unity

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Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803235394
Length 638 pages
Edition 2nd Edition
Tools
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Author (1):
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Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Table of Contents (28) Chapters Close

Preface 1. Part 1: Designing User Interfaces
2. Chapter 1: Designing User Interfaces FREE CHAPTER 3. Chapter 2: Designing Mobile User Interfaces 4. Chapter 3: Designing VR, MR, and AR UI 5. Chapter 4: Universal Design and Accessibility for UI 6. Chapter 5: User Interface and Input Systems in Unity 7. Part 2: Unity UI Basics
8. Chapter 6: Canvases, Panels, and Basic Layouts 9. Chapter 7: Exploring Automatic Layouts 10. Chapter 8: The Event System and Programming for UI 11. Part 3: The Interactable Unity UI Components
12. Chapter 9: The UI Button Component 13. Chapter 10: UI Text and TextMeshPro 14. Chapter 11: UI Images and Effects 15. Chapter 12: Using Masks, Scrollbars, and Scroll Views 16. Chapter 13: Other Interactable UI Components 17. Part 4: Unity UI Advanced Topics
18. Chapter 14: Animating UI Elements 19. Chapter 15: Particles in the UI 20. Chapter 16: Utilizing World Space UI 21. Chapter 17: Optimizing Unity UI 22. Part 5: Other UI and Input Systems
23. Chapter 18: Getting Started with UI Toolkit 24. Chapter 19: Working with IMGUI 25. Chapter 20: The New Input System 26. Index 27. Other Books You May Enjoy

Particles in the UI

Using particles in UI is a hot topic. It seems like nearly every mobile game with loot boxes uses particles, but there is no standardized way to implement them. The problem with trying to use particles in the UI is that particles render behind UI on Canvases that have their Render Mode set to Screen Space - Overlay.

Figure 15.1: Particles rendering behind a Canvas

Figure 15.1: Particles rendering behind a Canvas

The preceding screenshot shows two UI Canvases from our working examples and a particle system (the white dots). The pink background is on the Background Canvas, which renders with Screen Space - Camera. The circular meter and the Panel with the cat are on the HUD Canvas, which renders with Screen Space - Overlay. The particles are rendering in front of the Background Canvas and behind the HUD Canvas. However, I want the particles to be displayed also in front of the HUD Canvas.

There are a few solutions to this problem. My two preferred solutions are either of the following...

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