Which UI solution are you using for your projects right now?

So which one is it?

uGUI

The built in. Why use anything else?

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I actually put Viking Chess! on hold for several months while I was waiting for 4.6 to come out so that I could use uGUI rather than something else. I imagine if the project was further along before that and I had already implemented nGUI or a different product, I would have just stuck it out and used that.

Likewise, if I had been making games for years with nGUI and knew it like the back of my hand, I’d have considered sticking with that after uGUI’s introduction.

But yeah, uGUI for me, now and always.

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UGUI. Easy to lay out and to work with it. Also have 3D GUIs (as in, scene-space). Haven’t had need for another gui solution, especially since it’s getting better and better (more widgets, though following are still missing: ListBox, up/down integer inputfield, date/time input, possibly with calendar, file browser, color input - I mean those can be redone, but it’d be nice to have them in proper UI).

UGUI. It’s so easy to use that it’s actually worth the ten thousand year wait it took to implement it.

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I’m using NGUI. I’m curious to know how many people transitioned to using uGUI from NGUI. I’m using NGUI because it’s pretty mature, I’m familiar with it, and I already bought it more than 6 months prior to uGUI’s release.

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Is there any reason not to use UGUI at this point? The best I can imagine is that you need more features out of the box, because you lack access to a programmer.

uGUI
It works, what more could you want

More UI components?

Some people put “Something else…” as a response. What other UI solutions are out there?

UGUI is nice, but can affect performance especially on mobile.

Primitives with colliders. At least that’s what I’m betting they’re referring to. I’m using uGUI.

unity ui, of course. Anything else gets done custom by us.

Unity UI. (BTW, UGUI isn’t the correct name. See Unity’s clarification here: “The new UI is not called uGUI. If you want something resembling a name, call it Unity UI.”)

Within the last 6 months I’ve still received one or two questions about using 2D Toolkit UI with the Dialogue System.

Unity UI and styled to how I want it to fit the game.

But why wouldn’t there be something resembling a name? Something that might be easy to search for, maybe? You know, so that when people google questions about it they don’t get swamped with a hundred legacy UI threads instead of what they’re actually looking for.

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nGUI on SWC, UI for projects in development. SWC is live and solid, there is no reason to replace something that works. Also there are a few things that nGUI does a bit better out of the box (world space text, performance/batching). But going forward, UI is the preferred solution.

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There was a thread about it back in the 4.6 beta. Unity Technologies didn’t bother coming up with a specific name. No one really uses the name for the particle system. Or the animation system. So they just went with UI.

If you have already built it in nGUI, there currently isn’t a major compelling reason to switch. The only concern that we are keeping in the back of our minds is that there could a point when it isn’t supported anymore or fails to work with a future version of Unity.

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Well, mechanim yes, shuriken no. Probably because there is a specific part of the animation system that’s really considered “mechanim”. Hell, I just figured out the old gui is being called IMGUI yesterday (and I don’t remember why; I’ve been working on modeling for the last two weeks, so it’s not like I was editor scripting or anything).

Immediate Mode GUI

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