Game Development Reference
In-Depth Information
This evolution of a new layout system is certainly a breath of fresh air and welcome
departure from the legacy, programmatic only, legacy GUI system.
Not sure whether I managed to keep up with the whole nautical theme, but I gave it
a good try!
In this chapter, we covered the following topics:
• Positioning UI with Anchors
• Working with UI through multiple resolutions
• Handling UI scaling
• Working with the Canvas Scaler
In the next chapter, we will take things up a notch. So far, we have just looked
at painting a single canvas and drawing it full screen; however, the Canvas
component is capable of so much more. So let's turn up the heat and start having
some real fun with our UI.
We'll also add a living, breathing 3D scene and dunk our UI in it, like a nice
hot-brewed cup of tea with a lovely rich tea biscuit Mr. Arthur Dent . Now rest back
on your towel and let us begin (bit of a Hitchhikers Guide to the Galaxy rift there).
 
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