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Unity 2018 Cookbook

You're reading from   Unity 2018 Cookbook Over 160 recipes to take your 2D and 3D game development to the next level

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788471909
Length 794 pages
Edition 3rd Edition
Languages
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Authors (2):
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Matt Smith Matt Smith
Author Profile Icon Matt Smith
Matt Smith
Francisco Queiroz Francisco Queiroz
Author Profile Icon Francisco Queiroz
Francisco Queiroz
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Toc

Table of Contents (22) Chapters Close

Preface 1. Displaying Data with Core UI Elements FREE CHAPTER 2. Responding to User Events for Interactive UIs 3. Inventory UIs 4. Playing and Manipulating Sounds 5. Creating Textures, Maps, and Materials 6. Shader Graphs and Video Players 7. Using Cameras 8. Lights and Effects 9. 2D Animation 10. 3D Animation 11. Webserver Communication and Online Version-Control 12. Controlling and Choosing Positions 13. Navigation Meshes and Agents 14. Design Patterns 15. Editor Extensions and Immediate Mode GUI (IMGUI) 16. Working with External Resource Files and Devices 17. Working with Plain Text, XML, and JSON Text Files 18. Virtual Reality and Extra Features 19. Automated Testing 20. Bonus Chapters 21. Other Books You May Enjoy

Using UI Grid Layout Groups to automatically populate a panel

The recipes in this chapter up to this point have been hand-crafted for each situation. While this is fine, more general and automated approaches to inventory UIs can sometimes save time and effort but still achieve visual and usability results of equal quality.

There can be a lot of dragging slots from the Hierarchy panel into arrays, such as in the previous recipe for the scripted component PlayerInventoryDisplay. This takes a bit of work (and mistakes might be made when dragging items in the wrong order or the same item twice). Also, if we change the number of slots, then we may have to do this all over again or try to remember to drag more slots if we increase the number. A better way of doing things is to make the first task of the script class PlayerInventoryDisplay when the scene begins to create at Run-Time...

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