#did you even look at what I sent?
1 messages · Page 1 of 1 (latest)
whats your point? its all important and all the same
anchoring is what will keep it centered in different resolutions
ook...so learn more about how the UI elements work in the documentation linked.
rect transform sizes play a big part in positioning
the camera has 0 relation to the UI
why is the camera in the UI
clearly you lack fundamentals. Idont have time to tutor you
!learn 👇
:teacher: Unity Learn ↗
Over 750 hours of free live and on-demand learning content for all levels of experience!
sure keep the camera as UI element wtf do i know lol
different render modes do different things. check the manual
looks fine but I dont need to see every step you change, just check the tutorials and manual that cover this extensively
hey now.. "Untitled Game" is my game..
lol i just sit here and watched it happen i thought it was you
i was watching youtube
here is the video
some moderator i guess
i’m not sure if it’s better than my old version
lol ¯_(ツ)_/¯
can you say which version better
i think you know which version is better
not sure
i might’ve downgraded
yea u did..
minimalistic = clean = easy to navigate
u dont want to plaster big meme's and photos across teh background
unless you do...
oh
alrigjt
i’m making progress
heres my menu screen.. may help you to see other peoples
i dont have Title. or a logo.. but all the content and coding is there
true.. but the base of it is the same as any other simple menu screen/system
i just added bunch of camera affects and parallax
did you make that yourself fully
then the black fader (thats an important piece for most games)
when u click from one menu to another it fades to black and then from black back to transparent
(hiding the transition)
maybe i should consider scrapping my whole menu
noo.. dont do that.. even if u re-do it always keep ur projects
you'll be able to go back and learn from what you came from to where u are
ya, i started game-dev as a graphic artist
i can make things pretty but i havent made a full game yet
i was thinking have particles drop in the background behind the buttons and text
not sure yet tho
thats pretty easy and would give it something a little extra extra
i tried and failed tho lmao
i don’t even know how to make games
i’m just making UI for now
functional UI
i know how to make a moving player and that’s about it
https://github.com/SpawnCampGames/Resources/blob/main/101/readme.md heres a link that may help u while u learn
but i’m watching tutorials and learning new stuff
i tried to collect abunch of the best/my fav tutorials and videos
and link them all from a single place..
thats how we all learn 💪
just keep at it
easy.. just use regular particles and add the Trail component to them
i think i’m aiming too high
maybe i should figure out how to make a functional settings button
with working options first
lol.. this is facts
learn the basics first (they wont be prettty) but if u know the basics u can always add effects to it later
unity particle system is the best particle system
forgot who said that
dani i think
actually I would argue that VFX Graph is better 😉
VFX Graph utilizes your GPU so ur particles arent draining the CPU
i wish this was as easy as web development
it feels so much harder to center stuff
and make everything equally spaced lmfao
gotta learn how to manipulate the UI
their anchors.. the parents the scaling all that stuff
the best settings button i can do is a button that loads you into a new scene with the settings options…
i mean hey it works
it’s just
probably not the best way to do it
😂 😂
think about how u want ur UI.. for example here.. ^ i want this to Always be in the corner right.. no matter what the screen size is..
so its anchored to the bottom right... w/ an offset (X,Y,Z positions)
if i scale the UI it should scale w/ it and always remain the bottom..
for main objects you'd want to center them and so on and so on
you can have a Settings Canvas sitting in the scene and disabled..
when u click the button u can Enable it.. (if its sorting order or Higher than the rest of ur UI Canvas's it'll go on top).. when ur done u just disable it..
uiSettingsGameObject.SetActive(true): -> uiSettingsGameObject.SetActive(false):
ohhh
smart i never thought of disabling stuff

its the go-to beginner way of coding..
turn stuff on and off.. use bools to keep track
the only settings i can think of implementing is resolution and sound
if u have a character u may need some sensitivity settings
ah
and i’ll add an edit button
which is straight forward
yourCharactersSpeed * sensitivity
where 1 is default.. and then they can raise or lower depending on their mouse/controller or w/e
yeah good idea
does this look out of place
my sensitivity is displayed with a dozen float spaces lol
adds to to-do list
if i get my menu good and functioning maybe i can give that guy a hand
if my menus better
will add to my portfolio
🆒
my settings button looks uhh maybe outta place
meh its fine i guess
ima full screen the game
needs uhh.. polishing
this is beta so
this is bare bones
awesome
looks more like Alpha
I DONT KNOW HOW THAT ALPHA BETA STUFF WORKS
soz caps
basically its the first ever version of a simple function
Im gettin there
oops
i realised im pinging u everytime i reply to ur msgs
sory
ya bro.. my computer hasn't shut up this morning
lol
im part of the thread tho.. i'll get notifs no need to reply directly
ur making quick progress tho..
im capping fps
realised its at thousands and i can hear a coil whine in my pc xd
i made an initiliaser it grabs your res and auto full screens and caps fps at 60
YIKES IM RUINING THE MINIMALISM
as a graphic artist and ui-dev heres a tip, don't let these autosize unless u specify a matching min and max
need to keep things consistent.. (readibility)
so your suggesting same font size on all?
i need to get good at like groupiong stuff together
like in ur case... i would use Settings as the base-line
it cant get any bigger.. soo the other needs to come down to match
so use the longest words font
size
thats something we all struggle with
even the best of us...
looks much better already
i mean thats the way i do it yea
see that looks 100 percent better already
i need to optimise my animations
funfact: its not good to animate UI
should i js remove it but then im back to a simple casual ui
In this video I have animated a simple Level Success screen using LeanTween in Unity. I find it is so easy to create and manage the animations of an entire UI using LeanTween than the traditional animation system in Unity. So I believe this video will be helpful to some devs out there who is looking for a better way of animating their UI.
Down...
i suppose i can just add a particle system
its better to use code/ a tweening library to animate UI
and not fade anything in
just have background particles
ya, for UI i usually make my Particles and then place them in front of the camera
between the camera and the UI
BUT theres a problem.
i think i need to move my buttons up or change the size something is 100% off
UI is meant to always be on TOP.... if ur using screenspace UI which is common
then ur UI will draw over the top of ur partcles
the only way to do it is to either have ur particles be an actual sprite/image
or.. you'll need to use a world-space canvas instead
what is off
so the partcles can be drawn on top of it
yeah
maybe id be best off making the background a video
to save the pain from myself
as a UI artist we're taught about things like margins/ offsets/ etc
its best to keep things consistent even w/ spacing.. soo imo it'll be better if u do 1 of two things
- place the bottom of the exit button to be lined up with ur
Made withtag
or
2. center them between the Title and the Bottom
or
what if i make the buttons aligned with made by tyla
but instead of stacking
i put them side by side?
i got rid of half my scripts and put them in one called uicontroller
for efficiency?
i think
lol.. sure
it really doesn't matter tbh.. breaking things up from 1 script to another is mainly for organization/structure/ and scaleability
less to do with performance
would yo u put play in the middle or far left
5 scripts all running 5 different things in thier Awake() functions.. would be almost identical as
1 script running 5 different things in its single Awake() function
i think you need to take some initiative and just try things out on ur own..
my opinions are only opinions.. while ur learning u just need to experiment.. find what works for u and what doesn't work for you..
*afterwards you can go and see if others woulda done it differently.. (u may chose to change ur system but alteast you put together the first iteration. and u know what didnt work and did work thru that process..
yea im asking too much
lol
sorry
🤏 just a bit 🤣
💪 heck ya
ya, i gotta run for a bit.. i gotta do some stuff on my own projects or else i'll never get this down to a single project 😅
they need shovin a bit higher tho
best of luck 🍀 holla later when i get some time
alr cya
put it in the mid point of uh
the credits and title
ya, this. or vertically both look okay now that they're off the bottom a bit
as in sell?
looks better so say the least but the settings screen is still off looking
maybe its cos i need more settings
lmfao
just start with the basics.. it always starts to look better the more u add to it
so ive got screen mode and res
mm fps cap setting?
then player sens
heres mine.. maybe some settings in there u'd want as well
to be honest mines no where near finished yet.. i need to add a scroll rect and some more settings that we can scroll down through.. but these are the basics
keybindings is whats gonna take me the most time
not tryna boost my ego here but im doing decent for someone whos never made a game or menu
in my opinion
subject to disagreement ofc
can anyone giv a hand?
if you have a genuine question u can use #🔎┃find-a-channel to post it where appropriately..
if it requires abunch of back and forth u can ask them to come into this thread..
no ones here except use few.. and im pretty busy atm