When: Thursday, May 16th, 2019 from 7-9pm
Where: 3rd floor of Notman House / Cafe OSMOS (51 Sherbrooke Ouest – rue Clark entrance)
Primary language: English
In this hands-on workshop you’ll learn how Unity’s UI components can be used to create a user interface that will:
- Use nested Layout Groups to give you reliable and effective control over alignment and positioning of complex and reusable panels, without having to rebuild them from scratch every time something changes
- Dynamically resize based on its contents, such as a button in a menu getting larger as localization turns “Difficulty” into “Schwierigkeitsgrad”.
- Can be fully and globally resized at run-time to accommodate a variety of screen types and player vision needs.
- Implement advanced tips that are trickier than they have any right to be, such as having a maximum width on a dynamic element, changing the font size independently of the UI, and optimization considerations.
All of this will be done exclusively in the Unity editor, with no coding required to follow along with the examples and exercises.
This workshop is not about UI and UX design best practices (the kind of work done with wireframing and style guides), and will focus solely on how to implement an effective UI in Unity, using the default UI art assets.
Please note that the venue is not wheelchair accessible as there are several flights of stairs.
No previous UI experience necessary. However, to best learn please prepare by:
- Bringing your own laptop
- Installing Unity 2019 or newer
- Installing Text Mesh Pro through Unity’s Package Manager (on the menu bar: Window -> Package Manager)
- Familiarizing yourself with the Unity editor interface is recommended: https://unity3d.com/learn/tutorials/s/interactive-tutorials
Workshop Leader: Michel McBride-Charpentier
Michel McBride-Charpentier is an indie game programmer and designer currently working on an unannounced tycoon management game that contains an upsetting number of UI elements.