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UI-slides.html
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<!DOCTYPE html><html lang="en-US"><head><title>Unity Cookbook. User interface</title><meta property="og:title" content="Unity Cookbook. User interface"><meta charset="UTF-8"><meta name="viewport" content="width=device-width,height=device-height,initial-scale=1.0"><meta name="apple-mobile-web-app-capable" content="yes"><meta http-equiv="X-UA-Compatible" content="ie=edge"><meta property="og:type" content="website"><meta name="twitter:card" content="summary"><style>@media screen{body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button{-webkit-tap-highlight-color:transparent;-webkit-appearance:none;appearance:none;background-color:transparent;border:0;color:inherit;cursor:pointer;font-size:inherit;opacity:.8;outline:none;padding:0;transition:opacity .2s linear}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:disabled,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:disabled,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button:disabled,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button:disabled{cursor:not-allowed;opacity:.15!important}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:hover,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:hover,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button:hover,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button:hover{opacity:1}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:hover:active,body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:hover:active,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button:hover:active,body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button:hover:active{opacity:.6}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button:hover:not(:disabled),body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button:hover:not(:disabled),body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button:hover:not(:disabled),body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button:hover:not(:disabled){transition:none}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button[data-bespoke-marp-osc=prev],body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button[data-bespoke-marp-osc=prev],body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container button.bespoke-marp-presenter-info-page-prev{background:transparent url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxMDAgMTAwIj48cGF0aCBmaWxsPSJub25lIiBzdHJva2U9IiNmZmYiIHN0cm9rZS1saW5lY2FwPSJyb3VuZCIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLXdpZHRoPSI1IiBkPSJNNjggOTAgMjggNTBsNDAtNDAiLz48L3N2Zz4=") no-repeat 50%;background-size:contain;overflow:hidden;text-indent:100%;white-space:nowrap}body[data-bespoke-view=""] .bespoke-marp-parent>.bespoke-marp-osc>button[data-bespoke-marp-osc=next],body[data-bespoke-view=next] .bespoke-marp-parent>.bespoke-marp-osc>button[data-bespoke-marp-osc=next],body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-info-container 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url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxMDAgMTAwIj48cGF0aCBmaWxsPSJub25lIiBzdHJva2U9IiNmZmYiIHN0cm9rZS1saW5lY2FwPSJyb3VuZCIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLXdpZHRoPSI1IiBkPSJNODcuOCA0Ny41Qzg5IDUwIDg3LjcgNTIgODUgNTJIMzVhOC43IDguNyAwIDAgMS03LjItNC41bC0xNS42LTMxQzExIDE0IDEyLjIgMTIgMTUgMTJoNTBhOC44IDguOCAwIDAgMSA3LjIgNC41ek02MCA1MnYzNm0tMTAgMGgyME00NSA0MmgyMCIvPjwvc3ZnPg==") no-repeat 50%;background-size:contain;overflow:hidden;text-indent:100%;white-space:nowrap}body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button.bespoke-marp-presenter-note-bigger{background:transparent url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxMDAgMTAwIj48cGF0aCBzdHJva2U9IiNmZmYiIHN0cm9rZS1saW5lY2FwPSJyb3VuZCIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLXdpZHRoPSI1IiBkPSJNMTIgNTBoODBNNTIgOTBWMTAiLz48L3N2Zz4=") no-repeat 50%;background-size:contain;overflow:hidden;text-indent:100%;white-space:nowrap}body[data-bespoke-view=presenter] .bespoke-marp-presenter-container .bespoke-marp-presenter-note-container button.bespoke-marp-presenter-note-smaller{background:transparent url("data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHZpZXdCb3g9IjAgMCAxMDAgMTAwIj48cGF0aCBmaWxsPSJub25lIiBzdHJva2U9IiNmZmYiIHN0cm9rZS1saW5lY2FwPSJyb3VuZCIgc3Ryb2tlLWxpbmVqb2luPSJyb3VuZCIgc3Ryb2tlLXdpZHRoPSI1IiBkPSJNMTIgNTBoODAiLz48L3N2Zz4=") no-repeat 50%;background-size:contain;overflow:hidden;text-indent:100%;white-space:nowrap}}@keyframes __bespoke_marp_transition_reduced_outgoing__{0%{opacity:1}to{opacity:0}}@keyframes __bespoke_marp_transition_reduced_incoming__{0%{mix-blend-mode:plus-lighter;opacity:0}to{mix-blend-mode:plus-lighter;opacity:1}}.bespoke-marp-note,.bespoke-marp-osc,.bespoke-progress-parent{display:none;transition:none}@media screen{::view-transition-group(*){animation-duration:var(--marp-bespoke-transition-animation-duration,.5s);animation-timing-function:ease}::view-transition-new(*),::view-transition-old(*){animation-delay:0s;animation-direction:var(--marp-bespoke-transition-animation-direction,normal);animation-duration:var(--marp-bespoke-transition-animation-duration,.5s);animation-fill-mode:both;animation-name:var(--marp-bespoke-transition-animation-name,var(--marp-bespoke-transition-animation-name-fallback,__bespoke_marp_transition_no_animation__));mix-blend-mode:normal}::view-transition-old(*){--marp-bespoke-transition-animation-name-fallback:__bespoke_marp_transition_reduced_outgoing__;animation-timing-function:ease}::view-transition-new(*){--marp-bespoke-transition-animation-name-fallback:__bespoke_marp_transition_reduced_incoming__;animation-timing-function:ease}::view-transition-new(root),::view-transition-old(root){animation-timing-function:linear}::view-transition-new(__bespoke_marp_transition_osc__),::view-transition-old(__bespoke_marp_transition_osc__){animation-duration:0s!important;animation-name:__bespoke_marp_transition_osc__!important}::view-transition-new(__bespoke_marp_transition_osc__){opacity:0!important}.bespoke-marp-transition-warming-up::view-transition-group(*),.bespoke-marp-transition-warming-up::view-transition-new(*),.bespoke-marp-transition-warming-up::view-transition-old(*){animation-play-state:paused!important}body,html{height:100%;margin:0}body{background:#000;overflow:hidden}svg.bespoke-marp-slide{content-visibility:hidden;opacity:0;pointer-events:none;z-index:-1}svg.bespoke-marp-slide:not(.bespoke-marp-active) 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/*!
* Marp default theme.
*
* @theme default
* @author Yuki Hattori
*
* @auto-scaling true
* @size 16:9 1280px 720px
* @size 4:3 960px 720px
*/div#\:\$p>svg>foreignObject>section,div#\:\$p>svg>foreignObject>section 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:is(pre,marp-pre) :where(.hljs-comment),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-formula){color:var(--color-prettylights-syntax-comment)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-name),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-quote),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-pseudo),div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-selector-tag){color:var(--color-prettylights-syntax-entity-tag)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-subst){color:var(--color-prettylights-syntax-storage-modifier-import)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-section){color:var(--color-prettylights-syntax-markup-heading);font-weight:700}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) :where(.hljs-bullet){color:var(--color-prettylights-syntax-markup-list)}div#\:\$p>svg>foreignObject>section :is(pre,marp-pre) 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footer{bottom:21px}div#\:\$p>svg>foreignObject>section{--h1-color:#246;--header-footer-color:hsla(0,0%,40%,.75);--heading-strong-color:#48c;--paginate-color:#777;align-items:stretch;display:flex;flex-flow:column nowrap;font-size:29px;height:720px;justify-content:center;padding:78.5px;width:1280px}div#\:\$p>svg>foreignObject>section{--marpit-root-font-size:29px}div#\:\$p>svg>foreignObject>section:where(.invert){--h1-color:#cee7ff;--header-footer-color:hsla(0,0%,60%,.75);--heading-strong-color:#7bf;--paginate-color:#999}div#\:\$p>svg>foreignObject>section>:last-child,div#\:\$p>svg>foreignObject>section[data-footer]>:nth-last-child(2){margin-bottom:0}div#\:\$p>svg>foreignObject>section>:first-child,div#\:\$p>svg>foreignObject>section>header:first-child+*{margin-top:0}div#\:\$p>svg>foreignObject>section:after{bottom:21px;color:var(--paginate-color);font-size:24px;padding:0;position:absolute;right:30px}div#\:\$p>svg>foreignObject>section:after{--marpit-root-font-size:24px}div#\:\$p>svg>foreignObject>section[data-color] :is(h1,marp-h1),div#\:\$p>svg>foreignObject>section[data-color] :is(h2,marp-h2),div#\:\$p>svg>foreignObject>section[data-color] 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class="bespoke-marp-osc"><button data-bespoke-marp-osc="prev" tabindex="-1" title="Previous slide">Previous slide</button><span data-bespoke-marp-osc="page"></span><button data-bespoke-marp-osc="next" tabindex="-1" title="Next slide">Next slide</button><button data-bespoke-marp-osc="fullscreen" tabindex="-1" title="Toggle fullscreen (f)">Toggle fullscreen</button><button data-bespoke-marp-osc="presenter" tabindex="-1" title="Open presenter view (p)">Open presenter view</button></div><div id=":$p"><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="1" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h1 id="user-interface">User interface</h1>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="2" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-footer="[Learn: UI components](https://learn.unity.com/tutorial/ui-components#5c7f8528edbc2a002053b4d0)" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="2" style="--paginate:true;--class:invert;--footer:[Learn: UI components](https://learn.unity.com/tutorial/ui-components#5c7f8528edbc2a002053b4d0);--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="unity-ui">Unity UI</h2>
<ul>
<li data-marpit-fragment="1">A package for creating User Interface (UI) components
<ul>
<li data-marpit-fragment="2">contained in new Unity projects by default</li>
</ul>
</li>
<li data-marpit-fragment="3">For elements that stay in constantly on screen
<ul>
<li data-marpit-fragment="4">HP bars, menu buttons...</li>
</ul>
</li>
<li data-marpit-fragment="5"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/index.html">Packages: Unity UI</a></li>
</ul>
<footer><a href="https://learn.unity.com/tutorial/ui-components#5c7f8528edbc2a002053b4d0">Learn: UI components</a></footer>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="3" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="3" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="canvas">Canvas</h2>
<ul>
<li data-marpit-fragment="1">UI elements are drawn on a separate canvas and on a separate layer
<ul>
<li data-marpit-fragment="2">Canvas represents the rectangular area in which the UI is drawn</li>
<li data-marpit-fragment="3">More about it later!</li>
</ul>
</li>
<li data-marpit-fragment="4">Create a new <em><strong>Canvas</strong></em> GameObject with <em>GameObject > UI > Canvas</em></li>
<li data-marpit-fragment="5"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/UICanvas.html">Packages: Unity UI: Canvas</a></li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="4" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="4" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="canvas-gameobject">Canvas GameObject</h2>
<ul>
<li data-marpit-fragment="1">The Canvas GameObject has these components by default
<ul>
<li data-marpit-fragment="2"><em><strong>Rect Transform</strong></em></li>
<li data-marpit-fragment="3"><em><strong>Canvas</strong></em></li>
<li data-marpit-fragment="4"><em><strong>CanvasScaler</strong></em></li>
<li data-marpit-fragment="5"><em><strong>Graphic Raycaster</strong></em></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="5" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="5" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="rect-transform-component">Rect Transform Component</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/class-RectTransform.html">Packages: Unity UI: Rect Transform</a></li>
<li data-marpit-fragment="2">UI counterpart for the Transform component
<ul>
<li data-marpit-fragment="3">Has width and height as well</li>
<li data-marpit-fragment="4">(RectTransform inherits from Transform!)</li>
</ul>
</li>
<li data-marpit-fragment="5">Has also <em><strong>anchor points</strong></em> for aligning with the canvas, or a parent UI GameObject</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="6" data-marpit-fragments="9" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="6" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="canvas-component">Canvas Component</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/class-Canvas.html">Packages: Unity UI: Canvas class</a></li>
<li data-marpit-fragment="2"><em>Render mode</em>: Screen space vs World space
<ul>
<li data-marpit-fragment="3">Screen space
<ul>
<li data-marpit-fragment="4">UI elements are rendered to fixed place on the screen, on top of the scene</li>
</ul>
</li>
<li data-marpit-fragment="5">World space
<ul>
<li data-marpit-fragment="6">UI elements are hanging out with other GameObjects</li>
<li data-marpit-fragment="7">"Diegetic interface"</li>
</ul>
</li>
</ul>
</li>
<li data-marpit-fragment="8"><em>Order in Layer</em>: Change this to arrange which UI elements are drawn on top
<ul>
<li data-marpit-fragment="9"><em><strong>Note:</strong></em> You can add a new canvas component to an UI component inside a canvas and change its sorting order!</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="7" data-marpit-fragments="10" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="7" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="canvasscaler-component">CanvasScaler Component</h2>
<ul>
<li data-marpit-fragment="1">
<p><a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-CanvasScaler.html">Packages: Unity UI: CanvasScaler</a></p>
</li>
<li data-marpit-fragment="2">
<p>Important setting: <em>UI Scale mode</em></p>
<ul>
<li data-marpit-fragment="3"><em>Constant pixel size</em>
<ul>
<li data-marpit-fragment="4">UI elements take the same amount of pixels regardless of screen size</li>
</ul>
</li>
<li data-marpit-fragment="5"><em>Constant physical size</em>:
<ul>
<li data-marpit-fragment="6">UI elements take the same amount of pixels/DPI regardless of screen size</li>
</ul>
</li>
<li data-marpit-fragment="7"><em>Scale with screen size</em>:
<ul>
<li data-marpit-fragment="8">UI elements take a given portion of the screen size</li>
<li data-marpit-fragment="9">This is the one we usually want</li>
<li data-marpit-fragment="10">You can choose if you rather match the screen width or screen height with <em>Screen Match Mode</em></li>
</ul>
</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="8" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="8" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="graphic-raycaster-component">Graphic Raycaster Component</h2>
<ul>
<li data-marpit-fragment="1">The Graphic Raycaster is used to raycast against a Canvas.</li>
<li data-marpit-fragment="2">The Raycaster looks at all Graphics on the canvas and determines if mouse is top on any of them</li>
<li data-marpit-fragment="3"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-GraphicRaycaster.html">Graphic Raycaster</a></li>
<li data-marpit-fragment="4">Can be used to determine if the cursor is over a Graphics element in the Scene:
<ul>
<li data-marpit-fragment="5"><a href="https://docs.unity3d.com/2017.3/Documentation/ScriptReference/UI.GraphicRaycaster.Raycast.html">GraphicRaycaster.Raycast</a></li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="9" data-marpit-fragments="8" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="9" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="visual-components">Visual components</h2>
<ul>
<li data-marpit-fragment="1">These are used for actually drawing things in the UI</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/UIVisualComponents.html">Packages: Unity UI: Visual Components</a>
<ul>
<li data-marpit-fragment="3"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-Text.html">Text</a></li>
<li data-marpit-fragment="4"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-Image.html">Image</a> (& <a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-RawImage.html">Raw Image</a>)
<ul>
<li data-marpit-fragment="5"><em><strong>NOTE:</strong></em> For drawing images on UI, you need to use the Image component, <em><strong>NOT the Sprite Renderer!</strong></em></li>
</ul>
</li>
<li data-marpit-fragment="6"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-Mask.html">Mask</a> (& <a href="https://docs.unity3d.com/Packages/[email protected]/manual/script-RectMask2D.html">RectMask2D</a>)</li>
</ul>
</li>
<li data-marpit-fragment="7">Add e.g., image to scene with <em>GameObject > UI > Image</em>
<ul>
<li data-marpit-fragment="8">All UI element GameObjects have to be under the Canvas GameObject!</li>
</ul>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="10" data-marpit-fragments="8" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="10" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="textmeshpro">TextMeshPro</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/index.html">Packages: TextMeshPro user guide</a></li>
<li data-marpit-fragment="2">There are two ways to draw text to UIs in Unity
<ul>
<li data-marpit-fragment="3">The legacy <em><strong>Text</strong></em> GameObject that is easier to use</li>
<li data-marpit-fragment="4">The newer, more feature-packed <em><strong>Text - TextMeshPro</strong></em></li>
</ul>
</li>
<li data-marpit-fragment="5">TextMeshPro is a separate package that comes with new Unity Projects by default</li>
<li data-marpit-fragment="6">To start using it, install TextMeshPro Essentials
<ul>
<li data-marpit-fragment="7">A prompt will appear when you add a TextMeshPro GameObject</li>
<li data-marpit-fragment="8">If you missed it, install it manually with <em>Window > TextMeshPro > Import TextMeshPro Essential Resources</em></li>
</ul>
</li>
</ul>
</section>
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<h3 id="textmeshpro-using-a-custom-font">TextMeshPro: Using a custom font</h3>
<ul>
<li data-marpit-fragment="1">You need to create a new font asset before you can use your own font with TextMeshPro</li>
</ul>
<ol>
<li data-marpit-fragment="2">Add your font file (.ttf, for example) to your Assets folder</li>
<li data-marpit-fragment="3">Open <em>Window > TextMeshPro > Font Asset Creator</em></li>
<li data-marpit-fragment="4">Drag the font file to <em>Source Font File</em></li>
<li data-marpit-fragment="5">Click <em>Generate Font Atlas</em></li>
<li data-marpit-fragment="6">Click <em>Save</em> to save the generated Font assets</li>
</ol>
<ul>
<li data-marpit-fragment="7">Now you can set the new font asset to a TextMeshPro component!</li>
</ul>
</section>
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<h2 id="updating-ui-with-code">Updating UI with code</h2>
<ul>
<li data-marpit-fragment="1">You can update the text field of a TextMeshPro component with code:</li>
</ul>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">[<span class="hljs-meta">SerializeField</span>] TextMeshProUGUI textComponent;
...
<span class="hljs-function"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">setScore</span>(<span class="hljs-params"><span class="hljs-built_in">int</span> newScore</span>)</span>
{
textComponent.text = <span class="hljs-string">$"Score: <span class="hljs-subst">{newScore}</span>"</span>;
}
</code></pre>
<ul>
<li data-marpit-fragment="2"><em><strong>Note:</strong></em> To use the <code>TextMeshProUGUI</code> component, you need to add <code>using TMPro;</code> on top of the script file.</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="13" data-marpit-fragments="6" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="13" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h3 id="ui-manager">UI manager</h3>
<ul>
<li data-marpit-fragment="1">We usually want to create a UI manager that handles updating the UI
<ul>
<li data-marpit-fragment="2">For instance with a name <code>UIManager</code></li>
</ul>
</li>
<li data-marpit-fragment="3">We can make it a <em><strong>singleton</strong></em> with a name <code>instance</code> to access it easily from wherever we want to use it in the game
<ul>
<li data-marpit-fragment="4">That way, we can call <code>UIManager.instance.UpdateScore()</code> from wherever we need</li>
<li data-marpit-fragment="5">An example code below</li>
<li data-marpit-fragment="6">See also <a href="scenes#creating-a-data-manager">Scene management: Creating a data manager</a></li>
</ul>
</li>
</ul>
</section>
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<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">using</span> TMPro;
<span class="hljs-keyword">public</span> <span class="hljs-keyword">class</span> <span class="hljs-title">UIManager</span> : <span class="hljs-title">MonoBehaviour</span>
{
<span class="hljs-keyword">public</span> <span class="hljs-keyword">static</span> UIManager instance;
[<span class="hljs-meta">SerializeField</span>] TextMeshProUGUI scoreText;
<span class="hljs-keyword">public</span> <span class="hljs-built_in">int</span> score = <span class="hljs-number">0</span>;
<span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">Start</span>()</span>
{
<span class="hljs-keyword">if</span> (instance != <span class="hljs-literal">null</span>) Destroy(gameObject);
<span class="hljs-keyword">else</span> instance = <span class="hljs-keyword">this</span>;
}
<span class="hljs-function"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">UpdateScore</span>(<span class="hljs-params"><span class="hljs-built_in">int</span> scoreChange</span>)</span>
{
score += scoreChange;
scoreText.text = score.ToString();
}
}
</code></pre>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="15" data-marpit-fragments="8" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="15" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="interaction-components">Interaction components</h2>
<ul>
<li data-marpit-fragment="1">
<p><a href="https://docs.unity3d.com/Packages/[email protected]/manual/UIInteractionComponents.html">Packages: Unity UI: Interaction components</a></p>
</li>
<li data-marpit-fragment="2">
<p>Button</p>
</li>
<li data-marpit-fragment="3">
<p>Toggle</p>
</li>
<li data-marpit-fragment="4">
<p>Slider</p>
</li>
<li data-marpit-fragment="5">
<p>Scrollbar</p>
</li>
<li data-marpit-fragment="6">
<p>Dropdown</p>
</li>
<li data-marpit-fragment="7">
<p>Input Field</p>
</li>
<li data-marpit-fragment="8">
<p>...</p>
</li>
</ul>
</section>
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<h3 id="creating-functionality-with-the-ui">Creating functionality with the UI</h3>
<ul>
<li data-marpit-fragment="1">Functional UI GameObjects can be connected to your other GameObjects</li>
<li data-marpit-fragment="2">For example, for the <em><strong>Button</strong></em> GameObject:
<ol>
<li data-marpit-fragment="3"><em>Inspector > Button Component > On Click()</em></li>
<li data-marpit-fragment="4">Press "+"</li>
<li data-marpit-fragment="5">Drag your GameObject to <em>None</em></li>
<li data-marpit-fragment="6">Choose function from list to call when button is clicked</li>
</ol>
</li>
</ul>
</section>
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<h3 id="invoking-button-press-by-pressing-a-controller-button">Invoking button press by pressing a controller button</h3>
<ul>
<li data-marpit-fragment="1">Use this script to invoke UI button press with a controller even though the UI button wasn't really pressed:</li>
</ul>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">[<span class="hljs-meta">SerializeField</span>] Button _button;
...
<span class="hljs-keyword">if</span> (Input.ButtonDown(<span class="hljs-string">"Fire1"</span>))
_button.onClick.Invoke();
</code></pre>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="18" data-marpit-fragments="8" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="18" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h3 id="navigating-menu-with-arrow-keys--game-controller">Navigating menu with Arrow keys & game controller</h3>
<ul>
<li data-marpit-fragment="1">By default, your buttons are only interactable with mouse</li>
<li data-marpit-fragment="2">To add support controller & keyboard input, you need to do two things:
<ul>
<li data-marpit-fragment="3">In every button, set <em>Navigation</em> to <em>Automatic</em>
<ul>
<li data-marpit-fragment="4">You can visualize button navigation flow with <em>Visualize</em></li>
<li data-marpit-fragment="5">If <em>Automatic</em> doesn't give desired results, try other options.</li>
</ul>
</li>
<li data-marpit-fragment="6">Then, drag the button you want to be highlighted first to your Event System GameObject's <em>First Selected</em> property</li>
</ul>
</li>
<li data-marpit-fragment="7">Extra stuff:
<ul>
<li data-marpit-fragment="8"><a href="https://www.youtube.com/watch?v=8mFWJwxV3ps">Video: Menu Navigation with Arrow Keys in Unity | Easy Unity Tutorial</a></li>
</ul>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">using</span> EventSystem
...
EventSystem.current.SetSelectedGameObject(myButton);
</code></pre>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="19" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="19" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h2 id="more-recttransform-stuff">More RectTransform stuff</h2>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="20" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-footer="[Unity forums: anchoredPosition vs localPosition vs pivotPosition](https://forum.unity.com/threads/difference-between-all-anchoredposition-localposition-and-pivotposition.903722/)" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="20" style="--paginate:true;--class:invert;--footer:[Unity forums: anchoredPosition vs localPosition vs pivotPosition](https://forum.unity.com/threads/difference-between-all-anchoredposition-localposition-and-pivotposition.903722/);--heading-divider:3;" data-marpit-pagination-total="35">
<h3 id="rect-transform-position">Rect Transform position</h3>
<ul>
<li data-marpit-fragment="1"><code>RectTransform.position</code> is the world space position</li>
<li data-marpit-fragment="2"><code>RectTransform.localPosition</code> is the position relative to its parent</li>
<li data-marpit-fragment="3"><a href="https://docs.unity3d.com/ScriptReference/RectTransform-anchoredPosition.html"><code>RectTransform.anchoredPosition</code></a> is the screen space position of the pivot of relative to the anchor reference point</li>
</ul>
<footer><a href="https://forum.unity.com/threads/difference-between-all-anchoredposition-localposition-and-pivotposition.903722/">Unity forums: anchoredPosition vs localPosition vs pivotPosition</a></footer>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="21" data-marpit-fragments="4" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="21" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h3 id="rect-transform-anchor-points">Rect Transform Anchor points</h3>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/UIBasicLayout.html">Packages: Unity UI: Basic Layout</a></li>
<li data-marpit-fragment="2">RectTransform Uses <em><strong>Anchors</strong></em>: four small triangular handles in the Scene View
<ul>
<li data-marpit-fragment="3">Anchors can be set from the <em>Scene view</em>, with the <em>Anchor presets</em>, or from the <em>Inspector</em></li>
<li data-marpit-fragment="4">See the link above and mess around with anchors while doing so!</li>
</ul>
</li>
</ul>
</section>
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<h3 id="ui-example-hp-bar">UI Example: HP bar</h3>
<ul>
<li data-marpit-fragment="1">RectTransform: Set pivot to left</li>
<li data-marpit-fragment="2">Control the HP bar width from code:<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">hpBarRT = GetComponent<RectTransform>();
...
<span class="hljs-function"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">AddHP</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> newHP</span>)</span>
{
hp += newHP;
hp = Mathf.Clamp(hp, <span class="hljs-number">0</span>, <span class="hljs-number">100</span>);
hpBarRT.sizeDelta = <span class="hljs-keyword">new</span> Vector2(width * hp / <span class="hljs-number">100</span>, hpBarRT.rect.height);
}
</code></pre>
</li>
<li data-marpit-fragment="3">Use <em><strong>9-Slicing</strong></em> for HP bar art</li>
</ul>
</section>
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<h3 id="ui-example-dialogue-system">UI Example: Dialogue system</h3>
<ul>
<li data-marpit-fragment="1"><a href="https://www.youtube.com/watch?v=_nRzoTzeyxU">Brackeys video: How to make a Dialogue System in Unity</a></li>
<li data-marpit-fragment="2"><a href="https://www.youtube.com/playlist?list=PLCGaK2yqfY2IrJYnOnlgdmzWVUFXsRQXA">Semag Games video series: Dialogue Tutorial</a></li>
<li data-marpit-fragment="3"><a href="https://www.youtube.com/watch?v=8oTYabhj248">BMo video: 5 Minute dialogue system</a> (code examples below)
<ul>
<li data-marpit-fragment="4"><em><strong>Note:</strong></em> This example does not do word wrapping properly: the last word of the line can jump to the next line when it's being drawn on screen letter by letter!</li>
</ul>
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#">[<span class="hljs-meta">SerializeField</span>] TextMeshProUGUI textComponent;
[<span class="hljs-meta">SerializeField</span>] <span class="hljs-built_in">string</span>[] lines = [],
[<span class="hljs-meta">SerializeField</span>] <span class="hljs-built_in">float</span> textSpeed
<span class="hljs-built_in">int</span> index;
IEnumerator coTypeLine;
<span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">Start</span>()</span>
{
coTypeLine = TypeLine();
textComponent.text = <span class="hljs-string">""</span>;
StartDialogue();
}
</code></pre>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="24" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="24" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">StartDialogue</span>()</span>
{
index = <span class="hljs-number">0</span>;
StartCoroutine(coTypeLine);
}
<span class="hljs-function">IEnumerator <span class="hljs-title">TypeLine</span>()</span>
{
<span class="hljs-keyword">foreach</span> (<span class="hljs-built_in">char</span> c <span class="hljs-keyword">in</span> lines[index].ToCharArray())
{
textComponent.text += c;
<span class="hljs-function"><span class="hljs-keyword">yield</span> <span class="hljs-keyword">return</span> <span class="hljs-keyword">new</span> <span class="hljs-title">WaitForSeconds</span>(<span class="hljs-params">textSpeed</span>)</span>;
}
}
</code></pre>
</section>
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<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">Update</span>()</span>
{
<span class="hljs-keyword">if</span> (Input.GetButtonDown(<span class="hljs-string">"Fire1"</span>) && (textComponent.text == lines[index]))
{
NextLine();
}
<span class="hljs-keyword">if</span> (Input.GetButtonDown(<span class="hljs-string">"Fire2"</span>) && (textComponent.text != lines[index]))
{
StopCoroutine(coTypeLine);
textComponent.text = lines[index];
}
}
<span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">NextLine</span>()</span>
{
<span class="hljs-keyword">if</span> (index < lines.length - <span class="hljs-number">1</span>)
{
index++;
textComponent.text = <span class="hljs-string">""</span>;
StartCoroutine(coTypeLine);
}
}
</code></pre>
</section>
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<h2 id="ui-gotchas">UI Gotchas!</h2>
</section>
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<h3 id="theres-a-weird-white-box-surrounding-my-ui-elements">There's a weird white box surrounding my UI elements</h3>
<ul>
<li data-marpit-fragment="1">Turn off the Canvas Gizmo in Play mode, under the Gizmos dropdown menu.</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="28" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="28" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<h3 id="my-sprite-is-moving-wildly-when-i-resize-the-screen">My sprite is moving wildly when I resize the screen</h3>
<ul>
<li data-marpit-fragment="1">You have to change the <em><strong>Anchor presets</strong></em></li>
<li data-marpit-fragment="2"><em>Inspector > Rect Transform</em> and click on the square on the left
<ul>
<li data-marpit-fragment="3">Pressing down <em><strong>Shift+Alt</strong></em> exposes additional options</li>
</ul>
</li>
</ul>
</section>
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<h3 id="i-cant-press-my-buttons">I can't press my buttons!</h3>
<ul>
<li data-marpit-fragment="1">When clicking on buttons doesn't work, you might have invisible UI elements on top of the button that block clicking on the buttons underneath.</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="30" data-paginate="true" data-class="invert" data-background-color="#29366f" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="30" style="--paginate:true;--class:invert;--background-color:#29366f;--heading-divider:3;background-color:#29366f;background-image:none;" data-marpit-pagination-total="35">
<h2 id="ui-exercise-1-basics">UI exercise 1: Basics</h2>
<p>Continue the Exercise 3 from Collision. Create a counter for the collected items that sits on the top left corner of the screen.</p>
<p>See how UI scaling changes when you change the CanvasScaler component settings!</p>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="31" data-paginate="true" data-class="invert" data-background-color="#29366f" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="31" style="--paginate:true;--class:invert;--background-color:#29366f;--heading-divider:3;background-color:#29366f;background-image:none;" data-marpit-pagination-total="35">
<h2 id="ui-exercise-2-buttons">UI exercise 2: Buttons</h2>
<p>Create a UI with three buttons.</p>
<p>Change the color of a GameObject in your scene when the button has been pressed!</p>
<p>Try out setting RectTransform anchor points and see how the UI changes when you change the game resolution in the Game view.</p>
</section>
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<h2 id="reading">Reading</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/HOWTO-UIMultiResolution.html">Unity UI manual: Designing UI for multiple resolutions</a></li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Packages/[email protected]/manual/HOWTO-UICreateFromScripting.html">Unity UI manual: Creating UI elements from scripting</a></li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="33" data-marpit-fragments="5" data-paginate="true" data-class="invert" data-background-color="#5d275d" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="33" style="--paginate:true;--class:invert;--background-color:#5d275d;--heading-divider:3;background-color:#5d275d;background-image:none;" data-marpit-pagination-total="35">
<h2 id="extra-imgui---immediate-mode-graphical-user-interface">Extra: IMGUI - Immediate Mode Graphical User Interface</h2>
<ul>
<li data-marpit-fragment="1">Code-driven system to create UI elements quickly</li>
<li data-marpit-fragment="2"><a href="https://docs.unity3d.com/Manual/GUIScriptingGuide.html">Manual: GUI scripting guide</a></li>
<li data-marpit-fragment="3"><a href="https://docs.unity3d.com/ScriptReference/GUI.html">ScriptReference: GUI</a></li>
<li data-marpit-fragment="4">Example: Button<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">if</span> (GUI.Button(<span class="hljs-keyword">new</span> Rect(<span class="hljs-number">100</span>, <span class="hljs-number">30</span>, <span class="hljs-number">150</span>, <span class="hljs-number">30</span>), <span class="hljs-string">"Do a thing!"</span>))
{
<span class="hljs-comment">// When button is pressed, do a thing here</span>
}
</code></pre>
</li>
<li data-marpit-fragment="5">Example: Input Field<pre is="marp-pre" data-auto-scaling="downscale-only"><code class="language-c#"><span class="hljs-keyword">value</span> = GUI.TextField(<span class="hljs-keyword">new</span> Rect(<span class="hljs-number">300</span>, <span class="hljs-number">30</span>, <span class="hljs-number">200</span>, <span class="hljs-number">20</span>), <span class="hljs-keyword">value</span>, <span class="hljs-number">25</span>);
</code></pre>
</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="34" data-marpit-fragments="1" data-paginate="true" data-class="invert" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="34" style="--paginate:true;--class:invert;--heading-divider:3;" data-marpit-pagination-total="35">
<p><img src="imgs/imgui.png" alt="" style="width:700px;" /></p>
<ul>
<li data-marpit-fragment="1">This is the kind of elements you can create with IMGUI.</li>
</ul>
</section>
</foreignObject></svg><svg data-marpit-svg="" viewBox="0 0 1280 720"><foreignObject width="1280" height="720"><section id="35" data-marpit-fragments="3" data-paginate="true" data-class="invert" data-background-color="#5d275d" data-heading-divider="3" lang="en-US" class="invert" data-marpit-pagination="35" style="--paginate:true;--class:invert;--background-color:#5d275d;--heading-divider:3;background-color:#5d275d;background-image:none;" data-marpit-pagination-total="35">
<h2 id="extra-ui-toolkit">Extra: UI toolkit</h2>
<ul>
<li data-marpit-fragment="1"><a href="https://docs.unity3d.com/Manual/UIElements.html">UI Toolkit</a>
<ul>
<li data-marpit-fragment="2">Collection of features, resources, and tools for UI
<ul>
<li data-marpit-fragment="3">Create UIs with style sheets</li>
</ul>
</li>
</ul>
</li>
</ul>
</section>
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