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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

Input System elements

In the Input Manager, you list various Axes and define what buttons can trigger these axes. In the Input System, you define a set of Actions and describe what Interactions the various Controls of the Input Device can trigger those Actions through Input Bindings.

For example, you could create the Input Binding that binds the Space Bar on a keyboard to a jump Action through a pressed Interaction, where the Input device would be the keyboard and the Controls would be all the keys on the keyboard.

Figure 20.6: An example of an Input Binding

Figure 20.6: An example of an Input Binding

You can create these sets of Actions within what is known as an Action Map. Action Maps contain a list of Actions. The Actions contain the information about the Input Bindings. The general idea is to create Action Maps that contain groups of actions based on their purpose for example all character control Actions may go in one Action Map and all UI Actions may go in a separate one.

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