Summary

In this chapter, dedicated to atlas and font customization, you've learned how to create our own Game atlas using the Atlas Maker window. The same tool was used to add custom sprites to our new atlas.

We've used the Border parameter to configure both Sliced and Tiled sprites and then changed our buttons' and windows' appearances.

You learned how to easily integrate dynamic fonts, and then the Font Maker tool helped us to create a bitmap font. We can remember that bitmap fonts don't add draw calls if its atlas is already used on the scene.

Finally, we've used the UITexture component to display a large texture as background; it's an easy way to display textures that aren't stored within any atlas.

We can now move on to Chapter 6, The In-Game User Interface, in which you'll learn how to create in-game user interface elements with NGUI.

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