Game Development Reference
In-Depth Information
A word on RawImage
Alongside the Image control is the RawImage control. The only difference between
the two is that the RawImage uses a Texture instead of a Sprite as its Source
(the Texture property in this case).
Apart from the advanced texture import settings, the big advantage here is that
you could use this to display images downloaded from the Web (once you have
downloaded it), since there are functions to turn a downloaded image stream
into a Texture .
Don't push this button
As we venture into the interactive realm, we tackle the first of the combined controls,
the Button control/component. In fact, the Button control is not a single entity but a
combination of several different components under one banner. The Button is more
of an example of what can be achieved by building/combining controls to do what
you want more than anything else.
Like with the previous controls, you can add the Button from the menu or through
the project Hierarchy , or using the component options ( Create | UI | Button ).
When you add a Button control, what you actually get is the following:
• An Image control
• A button script that implements:
° The Selectable control (covered later)
° Several Trigger events
• A Text control (as a child)
A fairly well-built stack that draws in all the features it needs. In fact, let's look at the
Button control in code:
Note: This is taken directly from the UI source as an example.
If you add this in a project it will cause an error because there is
already a Button control/class!
using System;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
 
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