Unity UI Screenshots

I have something different to show, more about the workflow itself with Unity UI. I like keeping whole game in 1 scene, and laying all the windows out there. They just have a script that disables and moves them to 0,0,0 at the beginning. Also planning a better transition script. All of them are under same canvas aswell in the hierarchy. Assuming that is beneficial for performance, instead of having more canvases.

I am interested in using the unity UI! :slight_smile:

Some sci-fi UI elements :slight_smile:

Playing with custom shaders:

More at: Unity Asset Store - The Best Assets for Game Making

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How to Weapon Selection Menu like Hitman Blood Money UI Weapon Selection Menu?

Tabster - music creation tool. Draw calls are making me sad… 30fps on older devices doing nothing but gui updates

My UI Looks so not impressive by comparison to this thread ;_;

Hi! How did you get to use custom meshes in UnityUI? Since the Image component is just two triangles vertex deform is not possible. I really need a more dense mesh for UnityUI components in one project that i’m working on, so guide me sir :wink:

This is a pretty old thing (v5.2 I reckon) and the last time I checked it wasn’t working due to some changes on how to access the vertex on UI introduced on v5.3. If you’re interested I might review it to make it work with v5.4 and I guess I could make a tutorial.

Sure! It would be great :wink:
Or at least post a example file that we can study about it
Thanks solkar!

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Re-sizeable windows, draggable, sliders. 1x Canvas (ScreenSpace-Overlay and Pixpel perfect ) . Unity 5.3.5f1 Performance is excellent.

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Making a game that is completely UI based and relies heavily on masks. Here’s a very early preview:

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Exquisite design

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Currently working on an Asset Store Package to replicate the mobile Off-Canvas Menu elements that you see in apps such as Inbox, Hangouts, MyFitnessPal etc. With all the native interactions such as hamburger menu, slide on, slide off, pre-emptive open/close (where you only have to drag it partially on/off screen for it to understand your intention and finish the interaction for you) etc. Version 1 is currently being reviewed for the Asset Store.

Full demo here:

I’m using this in an upcoming mobile game built entirely in Unity UI. (A sort of text-based RPG)

We’re developing a cross platform mobile locative audio tour, VR & quest game app for a UK heritage site.
The app utilises real world BLE Gimbal beacons to locate the user and provide them with content.

We had originally thought we’d develop a Cordova app.
We chose to use Unity because of the cross platform delivery, the ability to use our artwork via SVG Importer & to make creating the 3D/AR portion of the app more robust.

Showcase of pixel perfect scaling in my game, game is rendered at 480 x 320 resolution at all times, and then scaled up to fit the window while maintaining aspect ratio.

Some more stuff here : popcron.tumblr.com

Hi to all, this is an example UI I’ve maded for a project:

Check this out, any feedback will be appreciated!

Cheers!

Hi this is a simple UI for a selection menu, its dynamic and the animation is fully made using math.

A lightweight data binding framework for Unity, include binders for all uGUI controls.

I have a question to you guys. Hows the performance with your Unity when developing the UI?

I am experiencing very poor performance lately, every time my UI gets more than 10 transforms, the performance drops like mad. Right now I’m at a state where I have to wait 5 mins after I have made a change to the ui and 5 mins when I play the project.

This is extremely frustrating! I am running on 16gb’s of ram a i7 and on a SSD harddrive.
Is Unity backing up (uploading projects) every time I make a change? Because I know that unity kindly wants your project every time it crashes.