Posts Tagged ‘Button’

Unity: How to create a GUI Sprite Sheet – Part 3

Click here to read Unity: How to create a GUI Sprite Sheet – Part 3

The final part of a series that explains how to create a GUI Sprite Sheet in Unity. This post will focus on explaining how the code works. For those who haven’t read the first and second parts, please do before going any further. As most post series in this website, there is a download with everything that had been explained at the end of the post.

With all images and the GUI Skin already set at the Unity Editor, now we just need some code to render the GUI on the screen. The following script correctly renders separately each element from the sprite sheet, and it’s attached to the Main Camera:

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Unity: How to create a GUI Sprite Sheet – Part 2

Click here to read Unity: How to create a GUI Sprite Sheet – Part 2

This is the second part of a series that will explain how to create a GUI sprite sheet for Unity. For this part, we will take the images created in the first post and import them to Unity. Also, this post features how to correctly set the images to be part of a GUI Skin object so they can be used as part of a game’s interface.

After having all images correctly placed at the sprite sheet, create a new GUI Skin by right-clicking anywhere inside the Project tab and select the following: Create->GUI Skin. Then, import the images in Unity, by dragging and dropping them inside this tab. It’s a good idea to put everything GUI related at the same folder, like this: (more…)

Unity: How to create a GUI Sprite Sheet – Part 1

Click here to read Unity: How to create a GUI Sprite Sheet – Part 1

This post is the first of a series that explains how to create a GUI sprite sheet (a.k.a. atlas map) in the Unity game engine. This map consists of buttons, text areas, backgrounds and other interface elements joined together to create various joined image files with all interface elements inside it.

Here, the focus will be on how to prepare and create this images at an image editing software, which is the most important step. The next post of this series will explain how to import these images in Unity and place them inside a GUI Skin object.

The first thing to do is to have all the GUI elements needed for the game or specific part of the game. They have to be already created before building the sprite sheet, at least their size have to be already defined. Throughout this post, the following GUI elements will be used to exemplify how to correctly join the images together:

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Android: Creating a button to load images from a remote server

Click here to read Android: Creating a button to load images from a remote server

This is a follow up to the post published two days ago that explained how to load images into a View’s Canvas from different sources. Differently from the last post, I will explain how to load images from a remote server after the View has been loaded and rendered on the screen. Also, this post features how to download an image after pressing a button.

So, let’s get to it. The first thing the reader might be thinking is that we just need to create a button and place the code that downloads the image inside it. It’s not as simple as that, due to these problems: (more…)

Unity3D: Non-rectangular GUI buttons – Part 3

Click here to read Unity3D: Non-rectangular GUI buttons – Part 3

This is the last post of this series, which explains how to create non-rectangular GUI buttons for Unity3D games. If you haven’t read any of the other posts yet, it is highly recommended that you take a look at part one and part two before going any further.

So, let’s start from where the second post left: we already have our Unity3D scene set up with the 3D hit test model already imported and placed inside the scene. All we have to do now is import the PNG images and make then appear as a GUI element. To do that, just drag and drop then somewhere inside the Project tab. After the images are inside Unity3D, create a GUISkin by right clicking an empty space in this same tab and select Create->GUISkin as shown: (more…)