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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

Full screen/screen portion taps

Many mobile games have a single input whereby you can tap anywhere on the screen to make an action happen. For example, endless runners tend to allow the player to tap or press and hold anywhere on the screen to jump. To achieve this, you only have to add an invisible button that covers the whole screen. If you have another UI that receives inputs, it needs to be in front of the full-screen button so that the button does not block the inputs to the other UI items.

Some games require that you tap on specific regions of the screen to perform specific actions. For example, I created a game called Sequence Seekers for my doctoral dissertation. This game included a down-the-mountain mode in which the player had to tap the left or right-hand side of the screen to move left or right in the game. I achieved this by adding invisible buttons that covered the two halves of the screen, as shown here:

Figure 2.14: Using invisible buttons to create tab zones

Figure 2.14: Using invisible buttons...

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