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It’s all in here: The ultimate guide to creating UI interfaces in Unity

December 15, 2022 in Games | 9 min. read
It's all in here: The ultimate guide to creating UI interfaces in Unity | Hero image, update
It's all in here: The ultimate guide to creating UI interfaces in Unity | Hero image, update
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Thousands of people have preregistered and now it’s finally here: Our biggest e-book yet, User interface design and implementation in Unity, is available to download. Get ready to dive into over 130 pages of advanced instruction in UI design.

Your game’s user interface is perhaps the most direct way you can communicate with and guide your players – like a folded map you hand to them that reveals clues, key details, and directions as they progress. Whether you’re using more traditional elements like health bars and pop-up messages, or elements completely embedded in the game world, such as showing stats on the back of a player’s survival suit, the UI is integral to immersing players in your game’s story, realm, and artistic style.

We’re thrilled to announce that our latest technical e-book, User interface design and implementation in Unity, is available to download for free. Thousands of people have already signed up for it, and just as many have downloaded its companion piece, the demo project, UI Toolkit sample – Dragon Crashers, to date. Now it’s your turn.

A look inside User interface design and implementation in Unity
A look inside the free guide, available to download now

UI fundamentals: From art creation to the latest toolsets

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The UI Toolkit sample – Dragon Crashers demo was developed during the creation of the e-book to illustrate common use cases with UI Toolkit and visual authoring with UI Builder.

The interest in this e-book is understandable. As it says in the introduction, “User interface is a critical part of any game… a solid graphical user interface (GUI) is an extension of a game’s visual identity… [and] modern audiences crave refined, intuitive GUIs that seamlessly integrate with your application.”

The guide begins by covering UI design and art creation fundamentals, and then moves on to in-depth instructional sections on UI development in Unity. Written and reviewed by technical and UI artists – external and Unity professionals alike – the e-book unpacks both Unity UI, the default solution, and the newer UI Toolkit.

The emphasis, however, is on the latter toolset, as UI Toolkit now provides many benefits for projects with complex, fullscreen interfaces. Think of projects that require a scalable and performant system for runtime UI. To help you choose the right solution for your project, please refer to this section of the Unity manual.

Wireframing, roundtripping, grey-boxing, and more

 Examples from the UI Toolkit sample project, using art from the Dragon Crashers demo, built with wireframes in Adobe XD to test navigation flows and share feedback
Examples from the UI Toolkit sample project, using art from the Dragon Crashers demo, built with wireframes in Adobe XD to test navigation flows and share feedback

The e-book is a treasure trove of information for professional UI designers, artists, and other Unity creators who want to deepen their knowledge of UI development. Here’s a snapshot of what’s inside.

The first section aims to inspire with foundational tips for making effective UI. It looks at examples of diegetic UIs, where UI elements can be found right in the story, making parts of the game world function as a user interface. It explains how elements can either contribute to or break the immersion that a player experiences. We even turned this section into a blog post that you can read here.

The guide then turns to the roles and responsibilities of a UI designer, and what tools and methods they employ such as UI wireframing, art creation through mockups, fonts, and grey-boxing. There’s also a chapter on asset preparation and exporting graphics from Digital Content Creation (DCC) tools. These earlier sections in the guide are helpful no matter what game engine and UI solution you’re using.

Advanced tips for using Unity UI

An extensive chapter is devoted to Unity UI. Unity UI is our longtime system for creating in-game UIs, and currently the go-to solution for positioning UI in a 3D world or using GameObject-based Unity systems.

The Unity UI Samples asset uses GameObject-based elements.
The Unity UI Samples asset uses GameObject-based elements.

This section outlines Unity UI fundamentals for prototyping and integrating assets in-Editor: the Canvas, prebuilt UI elements, TextMesh Pro, and Prefabs, among others. We recently updated an article on advanced optimization techniques for Unity UI, where you can find tips on related topics.

Building your skills with the evolving UI Toolkit

UI Toolkit is made for maximum performance and reusability with workflows and authoring tools informed by standard web technologies. UI designers and artists will likely find it familiar, especially with prior experience designing web pages.

Three major sections of the guide highlight instructions for developing runtime UI with UI Toolkit. There’s a thorough explanation of the parts that comprise UIs made with UI Toolkit, including the Unity Extensible Markup Language (UXML) and Unity Style Sheet (USS) using UI Builder.

You’ll explore how UI Toolkit positions visual elements based on Yoga, an HTML/CSS Layout engine that implements a subset of Flexbox. Flexbox architecture provides advantages, such as responsive UI, enabling you to adapt your UI to different screen resolutions and sizes. Through both UXML and USS, you can decouple the styles applied to UI layouts (and switch those styles up as needed), while logic and functionality continue to live in code. Workflows for visual elements, the fundamental building blocks of each interface, are also discussed in great detail – from positioning, size, and alignment settings, to margins and padding.

Decoupling logic and design: Programmers will connect the visual elements to the actual game logic (shown at the bottom), while designers will focus on defining the styles for them (UI Builder at the top).
Decoupling logic and design: Programmers will connect the visual elements to the actual game logic (shown at the bottom), while designers will focus on defining the styles for them (UI Builder at the top).

All about styling

You can interpolate between styles with Transition Animations.
You can interpolate between styles with Transition Animations.

The chapter on styling shows you how to define reusable styling for visual elements with Selectors, override styles and define unique attributes with inline styles, and create animations and effects with USS animation and a Camera Render Texture. It also demonstrates how you can thematize UI elements for holidays and other special events.

That’s when the e-book gets into UI Toolkit sample – Dragon Crashers, with different sections that depict how the UI was made; from the menus and custom controls like radial counters or tabbed views, to embedded UXML templates and more.

From the UI Toolkit sample: The inventory, populated with ScriptableObject data
From the UI Toolkit sample: The inventory, populated with ScriptableObject data

Finally, the guide concludes with a mini profile of the studio Mechanistry’s UI migration to UI Toolkit for their new game, Timberborn. This brief study showcases how their lean team managed to scale and keep their game consistent across various menus and screens.

New resources to refine UI creation in Unity

At 137 pages, the UI e-book is not a light read. As with the other technical e-books released this past year, use it as a reference on an ongoing basis.

Along with the e-book, check out a couple of recently released resources filled with useful tips for leveraging Unity UI and UI Toolkit:

The technical e-books are all just a click away

Bookmark one or both of these pages. They compile all of our technical e-books and advanced content:

We hope that you enjoy this latest e-book and look forward to your feedback in this forum.

Promo artwork for the 'User interface design and implementation in Unity' e-book
December 15, 2022 in Games | 9 min. read

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