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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

Examples

For the first three examples in this chapter, we will momentarily step away from the scene we have been working on to build a new scene that will allow us to experiment with button navigation and scene loading. We’ll then pick up where we left off with our scene from Chapter 8, to add some buttons to our scene.

Navigating through Buttons and using First Selected

We’ll build out a faux start screen that appears as follows:

Figure 9.17: The start screen scene we will build

Figure 9.17: The start screen scene we will build

Most of these buttons will be dummy buttons, but we will set up the Play button in the next example to load the scene we have been working on.

To give us the ability to experiment with button navigation, we’ll assign an Explicit navigation scheme to it so that we can cycle through the buttons with the following pattern:

Figure 9.18: The button navigation map

Figure 9.18: The button navigation map

First, the Play button will be selected. Pressing the down key...

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