Summary
We started this chapter by debating what UIs are. We did this via a brief philosophical and theoretical explanation.
Assuming your games will require UIs, we investigated a practical use case such as constructing a note left by Clara’s uncle. This work necessitated us to work with multiple Control nodes – that is, the Button, Panel, and Label nodes.
During this effort, not only did we employ the components we needed, but we also styled them to match a specific artistic style.
For the sake of not repeating ourselves and taking the styling to the next level, we presented how using themes might be a time saver. To that end, we showed you how to utilize UI kits you could find online by assigning these kits’ individually exported graphics assets to the properties of Control nodes.
UIs are, in a way, a tool for the player to interact with the game. That being said, in the next chapter, we’ll discover a more direct way to interact with the...