Full Sci-Fi UI (uGUI & NGUI)

Hello and welcome to the forum for the Full Sci-Fi UI. Feel free to drop us any comments or suggestions and we will reply as soon as we can.

Web Demo:
http://www.laireongames.co.uk/Unity/Sci Fi UI/Update/

Asset Store Link:

Simple Transitions Documentation:
https://dl.dropboxusercontent.com/u/29289192/Simple Transitions Documentation.pdf

A customer has requested a scene linking the HUD and Main UI (This is now implemented as part of the package). In the mean time here is a tutorial on implementing this for anyone interested:

Another customer has asked for a quick tutorial for how to link the play button with a new scene. Uploaded one here:

These are the supporting files to the tutorial:
Script: https://dl.dropboxusercontent.com/u/29289192/Sci Fi UI/LoadScene.cs
Text: https://dl.dropboxusercontent.com/u/29289192/Sci Fi UI/Text for Load Scene Tutorial.txt

Source Images (Both .tga and .psd included):

  • FAQ *
    Do the transitions respect time scale, what will happen if I pause the game?

By defualt the UI will ignore timescale and run whilst your game is paused. This is controllable by editing the runWhilstPaused variable on the TransitionalObjects. (Currently this is not exposed in the custom inspector but will be back in an update. If you switch the inspector to debug mode you can still edit the variable)

How do I change the messages at the top?
That element is called the news ticker. If you find it in the scene (Canvas/Main Menu/News Ticker) there should be a variable called ā€˜News Itemsā€™ with a list of messages you can edit.

I have made a new screen, how do I link it to the main menu?
To do this I recommend taking a look at how existing screens have been setup. What you are essentially doing, in a rough list, is:

Make a new button and have it:
Hide the main menu or open the shutters to fade it out
Show your new menu

Both these tasks are done by interacting with Transitional Objects. These objects are a custom animation tool that typically affects all children of the class. E.G a transitional object on the Options Screen will affect all images in the Options Screen. So to show a screen you typically call mainTransition.TriggerTransition();

Take a look at OptionsScreen.cs and the Show or Close methods for a simple example.

I have tried to move the buttons but they open in the same place. Why is this?
This is because of their animations. If you click the button in question and find a script called StateBasedTransition you should see options to control where the button is positioned during each of its states (E.G whilst the UI is opened, closed or minimised). Make sure to update these so the button is where you would expect during each state.

Can I request a new screen like X but with extra elements Y?
This asset was originally commissioned for a now abandoned project by a company called Ironbelly Studios. Although I have converted and maintain the package for the asset store I am not the original artist so I would recommend contacting them for additional screens.

Website: http://ironbellystudios.com/


Hi, Love the pack!
Any ETA on the uGUI version? Iā€™d rather use that than nGUI but not a HUGE deal if it will be a while :slight_smile:

Hey Kevin glad you like it :slight_smile:

It probably will be a while I am afraid. When I first posted I hoped it would be a couple weeks/done by now but I am about to move to another country for a month or so and not sure how much time I can dedicate to this.

I will keep you posted when I make some progress though!

Edit: Later if you send me your invoice for this version ill send you a copy of the uGUI when its ready. Contemplating putting both in the same pack but worry people will feel like they are paying for something they are not using by including both. Canā€™t make up my mind the best way to approach this!

I understand. Thanks for the quick response! Iā€™ll send you an email with my invoice.

Thanks!

Hi!
2 questions:
-is there also a pause menu included, and how easy is it to add additional menu points?

  • is this mobile and touch friendly?

I am considering to buy the asset, Thanks!

Hey!

This asset was originally created for an iPad title so touch was considered from the beginning :slight_smile:

Iā€™m afraid there is currently no pause menu implemented however I do have a simple HUD placement that I plan to add in the future. It didnā€™t include it in the first release since it was not animated using nGUI and needs re-coded and I didnā€™t want to rush it since I knew I was heading away soon.

If anyone wants a look at the HUD drop me a message with your invoice number and I can send you a static copy.

As for adding additional menu points, everything has been created in a modular structure so it should be very easy to make new menu points :slight_smile: What, other than a pause menu, do you have in mind?

Cheers!
Jason

A Character and Vehicle selection. With that, and a hud, it would be perfect! Looks really sweat! :slight_smile:
Could you send me a screenshot of the hud? that would be great. office (at) interstellargamestudios (dot) com

Sure thing I have posted the HUD here as well for anyone interested (its a bit blurry for some reason, I will upload a clearer one later but these assets are of the same quality as the rest of the GUI)

1 Like

Hello @LaireonGames , this UI look awesome.
I want to know something.

  1. This UI will work in mobile? maybe in a Samsung S5ā€¦ ? because i want to use for mobile.

  2. In the Web DEMO Player https://dl.dropboxusercontent.com/u/29289192/Sci%20Fi%20UI/Web%20Build.html this demo is the new UI or is nGUI ? the animaction are the same in the two version?

  3. This UI need some others Assets to run?

  4. The animation in the Web DEMO Player are very nice. This animations are made with your asset ā€œSimple Transitionsā€ or some are made with the native Unity animation?

  5. Simple Transitions need ā€œ2D Toolkitā€ to run?

(sorry for my eng).

Regards,

Hey arkhament :slight_smile:

  1. Yes this will abolutely work on mobile. It was designed to work on tablets so mobile will be no issue

  2. The demo is the nGUI version but both versions should be identical. I made the uGUI most recently so if you plan
    to use that an notice any differences between it and the demo let me know and I will make sure its fixed

  3. Nope this should work out of the box. It needs nothing else to run

  4. Its made almost entirely with my Simple Transitions package yes BUT the current package on the store is an older version of that framework. Iā€™ve been having issues getting the update for the package on the store. (Note that if you purchase this UI it comes with the latest version of the Simple Transition package)

A couple of the animations on the buttons are using Unityā€™s native animations since buttons are a tad more complex

  1. Simple Transitions needs nothing else to run and is completely stand alone :slight_smile: If you are interested in that package in the end feel free to purchase it then if you send me the invoice I can send you the latest version earlier than its on the store.

Cheers!
Jason

@LaireonGames thanks for your fast reply.
last questionā€¦ my actual UI call the containers/panel UI by SetActive()ā€¦ with the ā€œSimple Transitionsā€ i can create an animation from the start of the SetActive(true)? I mean when i call a UI by SetActive(true) container/panel the ā€œSimple transitionsā€ launch my animationā€¦

Sorry for my english

No problem. I think I understand what you are saying. Basically you call gameObject.SetActive(true); for your current UI. Simple Transitions works by calling either of the lines:

TriggerTransition
TriggerFadeOut

I feel this way is a little more flexible however it would be very easy to work how you describe. You would just have to add the TriggerTransition code to the Start method once and all your animations will work as you intend :slight_smile:

Oh! thanks very much Jason.
you got a new customer and fan. :slight_smile: I gonna buy right now.

edited:
upsā€¦ sorry, i forgotā€¦ this work with Unity 5 right?

1 Like

Awesome thanks so much! :smile: If you have any issuesdrop me an issue and I will walk you through them

I already bought it :slight_smile: It would be nice to have the HUD

thx

Iā€™m still working on the HUD Iā€™m afraid. Works been hectic and has taken me a lot longer to get even this done :stuck_out_tongue: I will send you the static copy though (the images un-animated) if you want to play with them yourself.

1 Like

No problems with UGUI and Unity 5 version on my side. I found your package as instructive as beautiful but I think I need a bit of help with your Simple Transtitions plugin. Is there any documentation available which I missed?

Hey Jovino,

I kept intending to host/post the documentation somewhere online but its completely skipped my mind! Sorry about that, going to upload a copy to dropbox now. Come to think the documentation actually applies to version 2 but most of it should still be applicable. Iā€™ll update to version 3 whilst I am at it

2 Likes

Thatā€™s it uploaded :slight_smile: If you have any questions feel free to email me (jason@k2games.co.uk) or stick them on the other forum where it might help others:

[ Simple Transitions - Community Showcases - Unity Discussions](http:// Simple Transitions - Community Showcases - Unity Discussions)

Edit: Wow I really messed up this one! I had a set of examples for that framework and none of them have been included in this package. I will make sure they are in the next update but if anyone wants them in the meantime drop me an email with your invoice number and I will forward them on.

1 Like

Hi @LaireonGames , I have sent an email about the asset version.
By the wayā€¦ I have a question, yesterday I was testing the Simple Transitions asset(I think my version is the old one from Full Sci-Fi UI version 2.0)ā€¦ and is really amazing, I want to know if it is possible to make an animation of the type ā€œMovementā€ and when that animation type end then start another animation of type ā€œMovementā€ in the same UI Image object, if this is possible then how I can do?

Regards,