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دانلود کتاب Mastering UI Development with Unity - Second Edition: Develop engaging and immersive user interfaces with Unity

دانلود کتاب تسلط بر توسعه UI با Unity - نسخه دوم: رابط کاربری جذاب و همه جانبه را با Unity توسعه دهید

Mastering UI Development with Unity - Second Edition: Develop engaging and immersive user interfaces with Unity

مشخصات کتاب

Mastering UI Development with Unity - Second Edition: Develop engaging and immersive user interfaces with Unity

ویرایش: 2 
نویسندگان:   
سری:  
ISBN (شابک) : 180323539X, 9781803235394 
ناشر: Packt Publishing 
سال نشر: 2024 
تعداد صفحات: 638 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 73 مگابایت 

قیمت کتاب (تومان) : 68,000



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توجه داشته باشید کتاب تسلط بر توسعه UI با Unity - نسخه دوم: رابط کاربری جذاب و همه جانبه را با Unity توسعه دهید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Cover
Title Page
Copyright and Credits
Contributors
Table of Contents
Preface
Part 1: Designing User Interfaces
Chapter 1: Designing User Interfaces
	Technical requirements
	Defining UI and GUI
	The four game interface types
	Laying out the UI elements
	Resolution and aspect ratio
		Changing the aspect ratio and resolution of the game view
		Building for a single resolution
	Summary
Chapter 2: Designing Mobile User Interfaces
	Technical requirements
	Setting the resolution, aspect ratio, and orientation
		Setting the resolution in the Game view
		The Device Simulator
		Building for a specific orientation
	Recommended button sizes
	Full screen/screen portion taps
	The thumb zone
	Other mobile inputs
	Device-specific resources
	Summary
Chapter 3: Designing VR, MR, and AR UI
	What are XR, VR, MR, and AR?
	Designing UI for VR
		Visual UI placement and considerations
		Interactable UI placement and considerations
	Designing UI for MR
	Designing UI for AR
	Summary
	Further reading
Chapter 4: Universal Design and Accessibility for UI
	What are universal design and accessible design?
	Universal design principles
		Equitable use
		Flexibility in use
		Simple and intuitive use
		Perceptible information
		Tolerance of error
		Low physical effort
		Size and space for approach and use
	Accessibility design
		Vision
		Hearing and speech
		Mobility
		Cognitive and emotional
	Additional resources
	Summary
Chapter 5: User Interface and Input Systems in Unity
	The three UI systems
		Unity UI (or uGUI)
		IMGUI
		UI Toolkit
		Choosing between the UI systems
	The two input systems
		The Input Manager
		The new Input System
		Choosing between the Input System and the new Input System
	Summary
Part 2: Unity UI Basics
Chapter 6: Canvases, Panels, and Basic Layouts
	Technical requirements
	UI Canvas
		Rect Transform component
		Canvas component
		Canvas Scalar component
		Graphic Raycaster component
		Canvas Renderer component
	UI Panel
	Rect Transform
		Rect Tool
		Rect Transform component
	Anchor and Pivot Points
	Canvas Group component
	Introducing UI Text and Image
	Examples
		Laying out a basic HUD
		Placing a 2D game background image
		Setting up a basic pop-up menu
	Summary
Chapter 7: Exploring Automatic Layouts
	Technical requirements
	Types of automatic layout groups
		Horizontal Layout Group
		Vertical Layout Group
		Grid Layout Group
	Layout Element
		Ignore Layout
		The Width and Height properties
	Fitters
		Content Size Fitter
		Aspect Ratio Fitter
	Examples
		Laying out a HUD selection menu
		Laying out a grid inventory
	Summary
Chapter 8: The Event System and Programming for UI
	Technical requirements
	Accessing UI elements in code
		UnityEngine.UI namespace
		UI variable types
	The Event System
		Event System Manager
	Input Manager
	Input functions for buttons and key presses
		GetButton
		GetAxis
		GetKey
		GetMouseButton
	Input Modules
		Standalone Input Module
		BaseInputModule/PointerInputModule
	Input for multi-touch
	Input for accelerometer and gyroscope
	Event Trigger
		Event types
		Adding an action to the event
	Event inputs
	Raycasters
		Graphic Raycaster
		Other Raycasters
	Examples
		Showing and hiding pop-up menus with keypress
		Pausing the game
		Dragging and dropping inventory items
		Pan and zoom with mouse and multi-touch input
	Summary
Part 3: The Interactable Unity UI Components
Chapter 9: The UI Button Component
	Technical requirements
	UI Button
		The Button component
		Transitions
		Navigation
	Invisible button zones
	Examples
		Navigating through Buttons and using First Selected
		Loading scenes with Button presses
		Button Animation Transitions
	Summary
Chapter 10: UI Text and TextMeshPro
	Technical requirements
	UI Text GameObject
		The Text and Character properties
		The Paragraph properties
		The Color and Material properties
		The Raycast and Maskable properties
	Text-TextMeshPro
		Text Input properties
		Main Settings
		Extra Settings
		TextMeshPro Project Settings
	Working with fonts
		Importing new fonts
		Custom fonts
		Font assets
	Exploring the markup format
		Font style
		Font color
		Font size
	Using style sheets
	Translating text
	Examples
		Creating animated text
		Translating the dialogue
		Custom font
		TextMeshPro - Warped Text with Gradient
	Summary
Chapter 11: UI Images and Effects
	Technical requirements
	UI Image component properties
		Image Type
	UI effect components
		Shadow
		Outline
		Position As UV1
	Examples
		Horizontal and circular health/progress meters
		Mute Buttons with sprite swap
		Adding press-and-hold/long-press functionality
		Creating a floating eight-directional virtual analog stick
	Summary
Chapter 12: Using Masks, Scrollbars, and Scroll Views
	Technical requirements
	Using masks
		The Mask component
		Rect Mask 2D component
	Implementing UI Scrollbars
		The Scrollbar component
	Implementing UI Scroll View
		Scroll Rect component
	Examples
		Making a scroll view from a pre-existing menu
	Summary
Chapter 13: Other Interactable UI Components
	Technical requirements
	Using UI Toggle
		Toggle component
		Toggle Group component
	UI Slider
		Slider component
	UI Dropdown and Dropdown – TextMeshPro
		Dropdown Template
		The Dropdown component
	UI Input Field
		Input Field component
	Input Field - TextMeshPro
		TextMeshPro - Input Field component
	Examples
		Creating a dropdown menu with images
	Summary
Part 4: Unity UI Advanced Topics
Chapter 14: Animating UI Elements
	Technical requirements
	Animation Clips
		Animation Events
	Animator Controller
		The Animator of Transition Animations
		Animator layers
		Setting Animation Parameters in scripts
		Animator Behaviours
		Animating pop-up windows to fade in and out
		Animating a complex loot box
	Summary
Chapter 15: Particles in the UI
	Technical requirements
	Particles in the UI
	Examples
		Creating a Particle System that displays in the UI
	Summary
Chapter 16: Utilizing World Space UI
	Technical requirements
	When to use World Space UI
	Appropriately scaling text in the Canvas
	Other considerations when working in World Space
	Examples
		2D World Space status indicators
		3D hovering health bars
	Summary
Chapter 17: Optimizing Unity UI
	Optimization basics
		Frame Rate
		GPU and CPU
	Tools for determining performance
		Statistics window
		Unity Profiler
		Unity Frame Debugger
	Basic Unity UI Optimization Strategies
		Using multiple Canvases and Canvas Hierarchies
		Minimizing the use of Layout Groups
		Hiding objects appropriately
		Appropriately time object pooling enabling and disabling
		Reducing Raycast computations
	Summary
	Further reading
Part 5: Other UI and Input Systems
Chapter 18: Getting Started with UI Toolkit
	Technical requirements
	Overview of UI Toolkit
	Installing the UI Toolkit package
	Parts of the UI Toolkit system
	Visual Elements and UI Hierarchy
	Creating UI with the UI Builder
	Using the UI Document component
	Making The UI interactable with C#
		The UIElements namespaces
		Getting a reference to UI Documents variables
		Managing Visual Element events
		Accessing Visual Element properties
	Examples
		Using the UI Toolkit to make an Editor virtual pet
	Resources
	Summary
Chapter 19: Working with IMGUI
	Technical requirements
	IMGUI overview
	IMGUI Controls
	IMGUI in the Inspector
	Examples
		Using IMGUI to show framerate in-game
		Using IMGUI to make an Inspector button that imports data
	Summary
Chapter 20: The New Input System
	Technical requirements
	Installing the Input System
	Polling vs subscribing
	Input System elements
	Connecting Actions to code
		Creating basic character controller Actions
		Creating a basic character controller with the PlayerInput Component
		Creating a basic character controller by referencing Actions in your code
	Summary
Index
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