Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

Arrow left icon
Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
Arrow right icon
View More author details
Toc

Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – create an area to store the grid


Let's create one of these Automatic Layout areas in our GameScript.

  1. We don't need the Update function in this script. As we did earlier, change Update to OnGUI to create an OnGUI function:

      function OnGUI () {
  2. Begin and end the automatic layout area inside the OnGUI function:

      function OnGUI ()
      {
         GUILayout.BeginArea (Rect (0,0,Screen.width,Screen.height));
         GUILayout.EndArea();
      }

The area will be the width and height of the screen, and it will start at the screen origin at the top-left of the screen.

These two statements are like bookends or HTML tags. Any UI controls we build between these bookends will be created within the area we defined. Each new control will automatically stack vertically beneath the last. The controls will stretch to the width of the area, which in this case is the entire screen.

Have a go hero – don't take my word for it!

If you'd like to stray off the beaten path and build a few buttons between the area...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image