Join Michael House for an in-depth discussion in this video Unity overview and configuration, part of Programmatic UI with Unity.
- [Instructor] Before we get started with programmatic UIs, I'm going to configure the layout in the Unity Editor and give you a quick refresher on the standard windows. We do that by creating a new project. And we can just use the default name, and we'll create a 2D project. Here's the default scene that Unity gives us. We're going to do a couple things. First we're going to remove the Asset Store tab. Then we're going to split the Scene and Game tabs. The Scene tab is kind of like the Editor view. It's where we're going to see all of our game objects in their editable state.
The Game view is what we're going to see, just like it was in the game. We're going to split that out on its own tab over here so we can have a side-by-side view. We'll leave the Hierarchy window where it is here. This is where all of the scene-specific objects are going to be. The Project and Console windows down at the bottom are also going to be split out. The Project window is where we'll see the folder structure for our project. We're going to split out the Console window into its own tab.
The Console window is where all of our debug log outputs and error messages are going to be displayed. Finally we have the Inspector window. This window will show the components of a selected object. For example, if we select the Main Camera, we can see the components of that object in the Inspector. Finally we're going to save our layout so that we can load it with each new project. Select Layout in the upper right. And select Save Layout. And we can call it MyLayout. Now we can close Unity and begin the course.
- Creating text and button elements manually
- Creating UI elements from reusable prefabs
- Scripting complex events
- Modifying events at runtime
- Creating UI elements from scripts
- Creating in-game or worldspace elements such as displays and control panels
- Creating tooltips, nested menus, and tables