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Unity 3.x Game Development Essentials

You're reading from   Unity 3.x Game Development Essentials If you have an idea for a game but lack the skills to create it, this book is the perfect introduction. There‚Äôs lots of handholding through all the essentials, culminating in the building of a full 3D game.

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691444
Length 488 pages
Edition 1st Edition
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Author (1):
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Will Goldstone Will Goldstone
Author Profile Icon Will Goldstone
Will Goldstone
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Table of Contents (21) Chapters Close

Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Enter the Third Dimension 2. Prototyping and Scripting Basics FREE CHAPTER 3. Creating the Environment 4. Player Characters and Further Scripting 5. Interactions 6. Collection, Inventory, and HUD 7. Instantiation and Rigidbodies 8. Particle Systems 9. Designing Menus 10. Animation Basics 11. Performance Tweaks and Finishing Touches 12. Building and Sharing 13. Testing and Further Study Index

Chapter 9. Designing Menus

In order to create a rounded example game in this chapter, we will look at creating a separate scene to our existing island scene to act as a menu. Menu design in Unity can be achieved in a number of ways using a combination of built-in behaviors and 2D texture rendering.

Game titles can be added using GUITextures, GUI class scripting, or by adding textures to a flat plane primitive; these may be used to create for example a splash screen with developer logos, parts of a game's GUI or loading screens. In this chapter, you will learn:

  • Two different approaches to interface design

  • Controlling GUITexture components with scripted mouse events

  • Writing a basic Unity GUI script

  • Defining 2D spaces with Rect values

  • Styling GUI code and using GUI skin assets

  • Loading scenes to navigate menus and loading the game level

When adding interactive menus, you may wish to consider two different approaches, one using Unity's simple, component based GUITextures—an area we've already explored...

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