Game Development Reference
In-Depth Information
If you are not using the demo scene, just create a new scene and add a 3D cube to
the scene using GameObject | 3D Object | Cube from the Unity menu. Then, in the
section that attaches the 3D UI to the ship, just attach the Canvas to the cube instead.
Some prerequisites
For the examples, we'll use some free assets from the Web. Be sure to grab them
before we start building:
• Grab the free Doomstalker GUI assets from http://bit.ly/DoomStalkerUI
• Grab the NobleAvatar V02.zip file from http://bit.ly/NobleAvatars
(great free asset to generate Avatar heads with some premade ones that
we'll use)
These assets will help the UI look just a tad shinier.
Next up, some Sprite 2D work
As the new UI system predominately uses the new 2D sprite system, we'll need
some assets to start building our UI. For this, import the HUD_BaseA.psd from the
Textures folder of the Doomstalker UI pack you downloaded earlier and drop it
into your project.
Remember, if your project type is set to 3D , it will import images as a
Texture at first (unless you went 2D), so be sure to update the Texture
Type to Sprite ( 2D and UI ) for each image first.
With HUD_BaseA.psd selected in the project folder, set the Sprite Mode in the
inspector to Multiple and then open the Sprite Editor (using the Sprite Editor button).
Looking at this spritesheet, since most of the artwork is transparent (which is
brilliant for spacey effects), because of this however it can be a little hard to make
out all the controls. So when viewing/editing this sheet, it's best to use the Alpha
viewing mode by clicking on the button, as illustrated here:
 
Search WWH ::




Custom Search