Summary

During this third chapter, we learned that most NGUI components can be added to widgets or 3D objects, and we used them to create a more complex UI.

We configured the Tween Scale, Tween Position, and Tween Alpha components, while the UIPlay Tween was used to play these tweens on specific events without any code.

We used our tweens' play direction to switch between the main menu and options page with the click of a button, thus managing multiple pages.

The Initialization.cs script enables or disables the corresponding GameObjects when Unity enters the Play mode—we can now freely edit our UI without having to think about what needs to be enabled or disabled before hitting Unity's play button.

Some scrollable welcome text was created to introduce us to the clipping feature of UIPanel, while UIEvent Trigger was used to force-save the nickname when it is deselected.

Finally, we introduced NGUI's localization and anchors systems. We will use these throughout the entire book, and we will discover more about them gradually.

We can now confidently move on to Chapter 4 C# with NGUI, where we'll learn how to handle events and interact with widgets directly through code.

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