Unity UI Tutorial
Foreword
In this Tutorial we will take a closer look at Unity's new UI system. While it's extremely useful, most Tutorials still make it more complicated than it is. We will focus on the fundamentals first and then take a (optional) closer look at the more advanced features like stretching and pivots.
Requirements
Unity Version
Our Tutorial will use Unity 5.1.1f1. Newer versions should work fine as well, older versions may or may not work.
Project Setup
Let's get to it. We will start Unity and select New Project:
We will name it ui, select any location like C:\, select 3D (although 2D works too) and click Create Project:
The Panel
We will begin by creating a little Panel that holds all of our UI elements later. Please note that UI elements don't have to be on a Panel all the time, we simply create one for the sake of learning.
Let's right click in our Hierarchy and select UI->Panel:
It's important that all our UI elements are always children of a Canvas. It's also important that we always have exactly one EventSystem in there, too. Of course, Unity took care of that automatically already:
Note: we don't really have to worry about the Canvas or the EventSystem, it's just important to remember that they are always required.
Alright so let's select our Panel in the Hierarchy:
Before we continue, let's select 2D mode so that modifying the UI will be easier:
If we take a look at the Scene then we can see our Panel already:
Note: we usually have to zoom out a bit in order to see it in the Scene.
Let's make it a bit smaller by dragging the blue dots around:
Note: the white rectangle on the outside is supposed to the screen size.
If we press Play then we can see the Panel in game:
If we wanted to, we could also change the Panel color or modify the image entirely in the Inspector:
And that's our Panel, simple as that.
The Input Field
Let's add a input field to our Panel. We will right click the Panel in the Hierarchy and then select UI->Input Field:
Now our new Input Field is a child of the Panel:
Note: this means that the Input Field is part of the Panel and it will go wherever the Panel goes. We could also right click just the Canvas and add a new Input Field that has nothing to do with our Panel.
Let's take a look at the Scene and position our Input Field at the top of our panel by simply dragging it around:
Note: we could also resize it again by using the blue dots.
The Input Field Parts
If we take a closer look at the Hierarchy then we can see how our Input Field actually consists of three parts:
- The InputField itself is the white background image
- The Placeholder is the text that is displayed while empty ("Enter text...")
- The Text is the actual text
We can modify every part of it by first selecting it in the Hierarchy and then taking a look at the Inspector.
If we press Play then we can now write text into our Input Field:
The Button
Let's add a button who's only job is to clear the Input Field's text. We will right click our Panel in the Hierarchy and then select UI->Button:
We will position it slightly below our Input Field:
The Button Parts
Our Button consists of two parts:
- The Button itself is the background image
- The Text is the actual text
Let's select the Text in the Hierarchy and then change it to "Clear" in the Inspector:
The Button's OnClick Event
We want our Button to clear the Input Field when pressing it. Let's select the Button in the Hierarchy and then take a look at the On Click () events in the Inspector:
We can use the On Click events to call a function in a Script or to modify a component's properties. We just want to clear the Input Field's text property, which means that we don't even need a Script. At first we will click the + to add a new event:
Afterwards we have to specify the Object that should be notified. We will drag our InputField from the Hierarchy into here:
Now we can choose the function (where it says "No Function" right now) and select InputField->string text:
This allows us to set the Input Field's text to whatever we type into this box:
We can clear the Input Field by setting its text to the empty string, which is in the box by default already. Of course, we could also use our Button to change the Input Field's text to something like "test":
If we press Play then we can now use the Button to clear the Input Field:
Let's also learn how to call a Script's function, just in case we need it some day. With the Button still selected, we will click Add Component -> New Script, name it ButtonTest, select CSharp as the language and then open it. We will create a OnButton function that simply prints a message to the console:
using UnityEngine;
using System.Collections;
public class ButtonTest : MonoBehaviour {
public void OnButton() {
Debug.Log("Button was pressed!");
}
}
Note: the function has to be public in order to be usable by the button event. The function name doesn't have to be OnButton, it can be just about anything.
Afterwards we can click the + again to add one more event. We will drag the Button itself into the Object slot and then select the ButtonTest -> OnButton function:
If we now press Play and click the Button then we can see a new message in the console:
The Text
We can right click our Panel and select UI -> Text in order to add a simple Text element. Let's position it somewhere in the bottom area of our panel:
We will change the Text's text property to the number 100 and center it:
Here is how it looks:
The Slider
Let's right click our Panel one more time and select UI -> Slider. We will position it below the Text:
If we take a closer look at the Hierarchy then we can see that our Slider consists of many parts:
The most important one is the Slider itself, because this is where we can adjust the min, max and current value as well as the events. The Other parts can be useful if we want to change how the slider looks. For example, we could remove the handle (the circle) to make some kind of health bar.
Let's change the Min and Max Value so that our slider's value is between 0 and 100:
Note: we also enabled Whole Numbers so that only values like 1, 2, 3 are possible. With Whole Numbers disabled, we would also get values like 1.5 or 2.99.
Displaying the Slider Value
Alright, we want to display the Slider's current value in our previously created Text element. Let's select our Text element in the Hierarchy and then click Add Component->New Script. We will name it TextChange, select CSharp as the language and then open it.
Our Slider's OnChange event requires a function with one float parameter, so let's add one:
using UnityEngine;
using System.Collections;
public class TextChange : MonoBehaviour {
public void Change(float f) {
}
}
We can then use GetComponent to access the Text's text property:
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class TextChange : MonoBehaviour {
public void Change(float f) {
GetComponent<Text>().text = f.ToString();
}
}
Note: it's important that we add using UnityEngine.UI to the top, otherwise Text won't be known by Unity.
Alright, now we can select our Slider, add an event by clicking the + button and then drag the Text into the Object slot:
Now it's time to select the function that should be called. If we click on the list (where it says No Function) and select TextChange then we can see that our Change function is in the list twice:
The first function is detected as Dynamic, which means that the Slider will automatically call it with the current Slider value as parameter. The second function is detected as Static Parameter, which means that it will still be called whenever the Slider's value changed, but it will be called with a fixed Parameter that we can set on our own - just like the text string that we used in our Button event.
Long story short, we will select the Dynamic Change function (the one on the top). If we now press Play then we can see how changing the Slider also changes the Text:
Anchor Presets aka Stretch & Pivot
Let's get to some more advanced features. Right now our Panel is in stretch mode, which means that its size is always relative to our screen size. So if the screen gets smaller, the panel will also get smaller. This is sometimes useful (especially when a game should run on many different platforms) and sometimes not so useful.
We can see the stretch effect if we change the Scene size in Unity:
Let's select our Panel in the Hierarchy and then take a look at the Inspector, where we can see that our Panel's Rect Transform has this weird rectangle with two blue arrows and stretch written outside of it:
If we click on the rectangle then we can see all the different Anchor Presets that are available:
The following image helps us to choose the correct one. First of all, the red options are for a fixed size and the blue ones are for stretching:
In our case, we want the Panel size to be fixed, which leaves us with one of the red options. Now we just have choose the pivot, which is simply the relative position. We want our panel to be always in the center of the screen, so let's also select the option in the center:
Quick summary:
- The Pivot is simply the position relative to the Screen
- The Stretch option is simply the size relative to the Screen
Note: even though we selected the centered pivot, it does not mean that our Panel has to be exactly in the center. We can also position it 10 px below the center and the pivot makes sure that it's still 10 px below the center even if we change the Screen size.
Now our Panel always stays the same size, even if we resize the Scene:
Tweaking the Canvas
Let's take a closer look at the Canvas. If we select it in the Hierarchy then we can see a few interesting properties in the Inspector:
The first interesting option is the Pixel Perfect property. We can enable it to make the UI look sharper:
Another very interesting property is the Render Mode. Let's set it to World Space, change the Canvas Pos to (0, 0, 500), the Rotation X to 45 and the Rotation Y to 45 to see a 3D UI:
The World Space mode can be used very creatively, for example for a hologram text or a speed indicator inside a space ship's cockpit. The possibilities are endless!
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