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از ساعت 7 صبح تا 10 شب
ویرایش: 2
نویسندگان: Dr Ashley Godbold
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
در صورت تبدیل فایل کتاب Mastering UI Development with Unity - Second Edition: Develop engaging and immersive user interfaces with Unity به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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.
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 Other Books You May Enjoy