Unity ingame GUI - c#

I want to create a GUI that could be at the bottom of a player's screen all the time. Not a main-menu UI, but an interactive, in-game UI.
For example:
It is crucial that the player in unity must be able to interact with the UI (i.e. click it) and it is also extremely crucial that the UI can be controlled by code (C#). I must be able to create and control this UI programmatically.
How would I go about this?
I have the very latest version of Unity3d installed.

First of all, you can't learn that here.
1. Learn Basic UI. Go to the Unity website and lean each UI compoent such as Button, Image, Panels...
https://unity3d.com/learn/tutorials/topics/user-interface-ui
2. Learn photoshop/Illustrator to get the good UI quality from the first link or hire a UI artist. Many videos on Youtube for photoshop/Illustrator UI design.
https://www.youtube.com/results?search_query=photoshop+ui+design+tutorial
3. Learn C#. Important Unity API for this:
Unity events
IPointerClickHandler
IPointerDownHandler
IPointerEnterHandler
IPointerExitHandler
IPointerUpHandler
Button.onClick ((Button.onClick event)
Text
Image
Slider
Good luck!

Related

change scene with a button and also do it with an effect? Unity

I'm new to Unity and my goal is not to make a game, but a mobile application, I don't use the Android SDK because I need to do something with augmented reality and I need to do it with Unity, it's getting quite complicated because I'm not familiar or with the language or with anything, in short, I was able to change scenes by means of a button, like a log that verifies things, but Unity does not have a scene transition effect or something similar, I saw several videos where it can be done a transition, effects and so on, but they are for when you touch a button or touch the screen in this case, I would like to know if there is the possibility of being able to implement an effect after it effectively validates the information and then makes a translation effect to the other scene, is this possible, thanks!
You could use:
SceneManager.LoadSceneAsync
Unity SceneManager.LoadSceneAsync manual
for loading scene while you run your own transition. Fade in/out is the most common transition for such occasions.

I would like a button that leverage the AAA graphics

I EXPECT FOR MY ENGLISH, BUT I AM USING GOOGLE TRANSLATOR
hi I'm creating a multiplayer game I put the graphics AAA, among these I put the component PostProcessingBehaviour, on the UI menu I made, on the graphics settings, I would like with a button to disable all the components that I put on the camera to make the graphics AAA , for less powerful PCs, so they can play all, to give me an example even to disable the PostProcessingBehaviour via a UI button, then I tried to use onclick, put the camera and put on the "bool enable" works but the game is online , and then it does not work, but if it was offline my problem was solved enough to use the button ui, but with the online I can not of course, what script I could use, the script will have to put on the UI button and disable the script component in this PostProcessingBehaviour case,
how can I do? do you recommend a script? I have little experience and I'm learning, I would need this thing, thanks in advance
IN SHORT WORDS
I would like to know a script that disables the PostProcessingBehaviour component or script from the "camera" object
use language c#
use unity 3d

How can I make a layover GUI for Android Unity game

I have made an Android game using Unity, and now for the finishing touch I need a nice GUI, but unlike a GUI that just takes place in a different Unity scene, I would like it to just be a layover in the scene where the game is played. Basically you can see the game in the background, but there is a GUI with some buttons like setting and play. Say you click play, then the GUI would go away and the game would begin. Is this something that can be done in Unity? Any help would be greatly appreciated, thanks!
Bonus question - best way to make a good looking GUI, should I design it myself or should I buy from the Unity Asset Store? Pros and Cons of each?
You just need to create the ui in the same scene as your game using the new unity ui system and the canvas object. Than for example on play button click you just aniamte the ui outside of the visible area or remove it from the canvas.

Integrating WPF, Unity3D (and Kinect)

I created a WPF project in Visual studio. The XAML markup is managed by C# code-behind. What i want to do is create a component on the user interface, which will show a 3D scene. I would like this 3D scene to be managed by Unity, because i need to take advantage of Unity's physics engine. The user must be able to interact with this 3D scene via gestures, recognized by Kinect (for example toss a ball).
Is there any way I can connect WPF, Unity3D and Kinect, so that the user will be able to manipulate 3D scene in such manner? If so, could you provide me with some examples/tutorials? If not, what is the best approach for letting user manipulate 3D scene with Kinect gestures?
I would see How get the Unity3D View In wpf winform as for using Unity3d with wpf. The tricky part will be the Kinect interaction.
You can interface with Kinect through WPF, and use Zigfu for unity. The downside to using WPF for the Kinect interaction is that you won't be able to send data to unity unless you use the new Kinect Client Server System and send all of your information to a webserver, then retrieve it in unity. That is a very bad idea, and will probably not be fast enough and experience serious lag.
The second option, using ZigFu in unity for the Kinect support, is to be considered. The issue with it is if you want to use the Kinect in WPF, then you would have to disconnect from unity. This is the only possible way I see being able to implement
Overall, this is achievable, but will be very difficult. I suggest you use ZigFu, but there are drawbacks to both methods.
This is quite a big and generic question. But I will suggest you to use a web deployment of your unity project and, on your project/References/COM there is a UnityWebPlayerAXLib Control that will help you a lot.

WPF animation (scaling/translating multiple images at the same time)

I am working on a project in C# using WPF to attempt to make a program much like http://www.scaleofuniverse.com/.
I know it can easily be done in flash but I want to integrate the controls into other platforms (ie the new Leap motion and Kinect). I know I could rig it so that the kinect emulates key presses onto a flash game but i would really like to figure out making this in C#. I completed a few basic tutorials on basic animation and storyboarding but i've found nothing that indicates the project i want to complete can even be done! Am i biting off more than i can chew or am i over-complicating the program somewhere? I am only in the design stage so i do not have any source code for review (still completing tutorials). I really want to know if this project is even plausible before I continue working on it.
It definitely can be done in WPF. Here is an example of a custom zoom control for WPF http://www.ab4d.com/ZoomPanel.aspx.

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