GUIKit001 is a complete plug and play interface. See it in action here on GameAssets.net
Stunning design (200+ hours of work by a professional GUI artist + designer)
Fully customizable (all PSD source files are included - slices are set up for easy export)
Works in all orientations (or just the ones you want)
Retina-ready (automatically switches to double resolution on iPhone4)
Works with touch or mouse input, on iPhone, iPad, PC, Mac and Web! (No double-coding needed to get it to work on all those platforms. This is possible through platform dependent compilation, a new feature in Unity3!)
Good interfaces are a lot of work and indie-developers have limited resources. So we set out to make this a fully functional, yet easily affordable solution that is easy to integrate and easy to customize, so that everyone who uses it can focus on making their game.
And we’re not just coding things we think will sell, we made this because we need it ourselves. - GUIKit001 is going to be used in our next game and all improvements we develop further down the road will be put back into the kit and made available as free updates!
PS: GUIKit001 uses (and extends) UnityGUI. A complete GUISkin for UnityGUI is included in both normal and retina resolution. An extension script adds new functionality like iOS-style sliders and binary toggles, so you can do everything that UnityGUI can do and more! (Examples included)
This looks pretty cool, interested in your answers to the above post.
Will you be doing an introductory price like Brady did for his Offerings? A bit of an early subscriber discount for the first folks to pull the trigger is a mighty nice gesture…
GUIKit001 uses and expands on UnityGUI, so it’s not all one drawcall, but it runs well on anything from iPhone3G and up. (our universal demo app is about ready to be submitted to the AppStore, so soon everyone can try it on any device)
Let me try to outline the main differences to EZ GUI: EZ GUI is a toolkit that let’s you build your own GUI - GUIKit001 is already a fully functional and well-designed GUI that is easy to customize. Level selection, settings, online news, credits - it’s all working, looking good at every angle on every retina- or non-retina-device and ready to be shipped with your game. So if you want something similar to what you can see in the video and don’t want to spend 200+ hours building your own implementation from scratch, take GUIKit. You just need to replace some graphics and adjust some settings and your game is good to go without you ever having to dig into the GUI code. If you want to build something completely different from scratch however, you’re probably better off with EZ GUI or our GUISkin001/SwipeControl components (if you prefer to work with UnityGUI).
And just so it’s not all text: here’s a screen of the debug menu that let’s you play with angles, background transparency and switch between retina and non-retina resolution images: iPad Screenshot
@brendang: alright, wouldn’t want to appear heartless - 25% off for the nice devs on this forum using coupon code IWANTGUI (valid for one week)
It should work on Android already, but we didn’t have an Android device to test on, so we didn’t mention it on the website. If you run into anything we’ll try and fix it of course!
Bought it. Compiled and tested it for iPhone3GS, iPhone4 high res, iPad, Android (Google Nexus One) and Mac - worked flawlessly on all devices - even rotation worked as expected on Android
Great work!
With regards to draw calls - the current layout max out at around 28-29 draw calls. However, for regular menus - that is no problem for any of the devices I tested it on.
However, a more serious issue is that UnityGUI don’t really work on iDevices - missing some button presses and highlights that is acting strange.
But this is not really related to this package - but rather UnityGUI not really working 100% on iDevices. Put some pressure on Unity to get this fixed!
We’ve reported bugs about all the issues we found along the way - the most critical ones have been fixed already and I’m pretty positive that they’re working on the rest! But I’ll keep nagging until it’s fixed!
Unfortunately the iOS4/C++ thing has caused UT to delay the promised upgrade to the GUI-system, so we might have to live without GUI-atlases (and thus: with more drawcalls) for a bit longer. But as you mentioned, that’s not really an issue for the menu and it still runs well on all devices. Just go easy on the background transparency for the in-game-menu until 4.1 (or so) if you have drawcall-heavy scenes. (For Age of Curling and Battle Bears we reposition the camera to look into nothingness when the menu comes up, since they’re both pretty draw call-heavy games)
You might get more exposure if you post this in the “Collaboration” forum. I don’t develop on iPhone so I missed this until today. Nice skin design, any others in the wings?
I’m really surprised there aren’t more 3rd party skins available. Not that it’s particularly hard to design a skin, but it does take time and designing a good one definitely takes some skill.
I’m really interested in this but a little concerned over the level of customization on offer.
How do those buttons function in terms of the action code attached to them? Is it simply a matter of attaching a Unity JS/C# script to the button to define what happens when it’s pressed for example?
Looking at the main menu in the web player demo, say I wanted to change the background image, replace the “Start Game” button with a “New Game” button and “Settings” with “Continue Game” (for example), is all of that easily done?
The background image, the names of the buttons and all images can be changed through the inspector, so no need to go into the code. (An overview image that explains all the inspector settings and splits them into sections is included, so everything should be quite easy to find.)
If you want to change what happens when you click a button you have go into the script. (It’s all JS at the moment, but if there’s enough demand it would be simple enough for us to port it to C#) It’s commented all the way through, so it should be straightforward to find the right place for your changes, but the difficulty will of course depend on the kind of modification you want to make.
Examples:
If you want to change the animation in between screens, you just need to change some values.
If you want to change the level selection to something completely different, you need to replace that code in OnGUI() - I’d advise that you go through the whole script once to understand how we deal with retina displays before you add your code. (basically you just need to add your rects and images in the right place and the same GUI-code will work everywhere)
We even included a document that explains our suggested workflow for modifications as well as a PSD with the full default design to make it as easy as possible to plan modifications and extensions.
So GUIKit001 is a fully functional GUI that you can set up and style without ever having to dig into the code, but it can just as well be used as a very solid starting-point for your own UnityGUI-based interface.
I have a project completed less the menu system. Can I use GUIKit001 with 1.7 Pro or do I have to have 3.0 Unity.
I am waiting for 3.0 Pro (have it pre-ordered) to become stable, but I have to get this project out by the end of the month and it is in 1.7 Unity Pro.
The short answer is no, GUIKit001 was made for Unity 3 only.
The long answer is that it could probably work on 1.7 as well, but would require some rewriting. The SwipeControl component is available (and included) for 1.7, so replacing that will be the easy part. The GUISkin is only included for 2.6 and 3.0, because there’s a bug in 1.7 that breaks the iOS-style sliders and binary toggles. I didn’t check if GUISkins from 2.6 open in 1.7, but if they do the rest of it should work. In the StandardGUI script you’d have to remove all the platform dependent compilation stuff and rename everything that changed between 1.7 and 3.0 (like iPhoneInput.touches > Input.touches, etc.), you’d have to replace the sliders in the settings with something else as they won’t work on the device (due to the aforementioned bug in 1.7).
Since you can’t start working from the demo, you’d have to set up all the images and stuff. Oh, and change the line var guiMatrix : Matrix4x4; to var guiMatrix : Matrix4x4 = Matrix4x4.identity;
so the matrix doesn’t start from 0 (which wouldn’t work) - I set this manually in the demo project, but this change will be included in the next update as there’s less potential for error this way.
All in all I’d say it’s about a day of work, maybe a bit more if you’re not familiar with the code. No promises though with 1.7… If you want to try it and can’t get it to work, I’ll put you up for a refund of course.
I purchased the SwipeControl and have it implemented in a number of different ways so far.
Thank you for the detailed answer about 1.7 and 3.0. I will probably purchase the 3.0 version, rip out what I need for this project, then use it for my next project since I will be using 3.0.
Look forward to using your components, they save time and work as advertised.