Hi everyone! Today it’s time to end with the Unity3D canvas series with one last post. In this one we are using basic ray casting to trigger some more animations in our player interface.
If you want to try the following tutorial by yourself here is the last step project from where you can continue whit this one:
If you wonder if you are able to build it from zero, here is the “almost complete” list of chapters of this Unity3d canvas series where you can find the entire process:
It’s time to start our new year and this second one will be even better. What I’m saying! This year is going to be 10 times better; it’s going to be awesome!
My first post this year is a new chapter for the Unity3D UI series and it’s our 50th post! In this one we are setting up some things for the final post, attaching a new canvas to a game object that shows up only when the player is near it. Also give a read to some of our old posts if you get lost at some point.
Let’s go, this is an easy one!
Behold the might monolith!
Today is the day! It’s time to try to do something in 3D using Unity 3D!
In the old times of XNA I tried to create a game in 3D, building an orthographic camera by myself, and since this day the third dimension is quite frightening to me. With Unity, I decided to give it another opportunity as soon as I can see where almost everything is without compiling the project ten thousand times.
So, this is my first approach to 3D in Unity, with my Unity UI series as a perfect excuse to go deeper into the engine.
First 3D attempt in Unity. Here we go!
Here we are again with a new chapter of my Unity 3D adventure. In one hand I’m still missing all those code files and class diagrams, but in the other hand, testing the game with a single click, and edit some objects dragging and dropping them around the scene panel is quite wonderful.
In this post I want to introduce the main reason that made me switch from the stable 4.5 Unity version to the 4.6 beta some time ago: the new UI objects and functions! Something the community was waiting for a long time
The beta version was working fine, but all those new fancy things are now in the latest stable version, so it’s time to get familiar with them.