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Full Sci-Fi UI (uGUI & NGUI)

Discussion in 'Assets and Asset Store' started by LaireonGames, Mar 28, 2015.

  1. LaireonGames

    LaireonGames

    Joined:
    Nov 16, 2013
    Posts:
    696
    Hello and welcome to the forum for the Full Sci-Fi UI. Feel free to drop us any comments or suggestions and we will reply as soon as we can.

    Web Demo:
    http://www.laireongames.co.uk/Unity/Sci Fi UI/Update/

    Asset Store Link:
    https://www.assetstore.unity3d.com/en/#!/content/33370

    Simple Transitions Documentation:
    https://dl.dropboxusercontent.com/u/29289192/Simple Transitions Documentation.pdf

    A customer has requested a scene linking the HUD and Main UI (This is now implemented as part of the package). In the mean time here is a tutorial on implementing this for anyone interested:



    Another customer has asked for a quick tutorial for how to link the play button with a new scene. Uploaded one here:



    These are the supporting files to the tutorial:
    Script: https://dl.dropboxusercontent.com/u/29289192/Sci Fi UI/LoadScene.cs
    Text: https://dl.dropboxusercontent.com/u/29289192/Sci Fi UI/Text for Load Scene Tutorial.txt

    Source Images (Both .tga and .psd included):
    Icons (Water marked).jpg

    * FAQ *
    Do the transitions respect time scale, what will happen if I pause the game?

    By defualt the UI will ignore timescale and run whilst your game is paused. This is controllable by editing the runWhilstPaused variable on the TransitionalObjects. (Currently this is not exposed in the custom inspector but will be back in an update. If you switch the inspector to debug mode you can still edit the variable)

    How do I change the messages at the top?
    That element is called the news ticker. If you find it in the scene (Canvas/Main Menu/News Ticker) there should be a variable called 'News Items' with a list of messages you can edit.


    I have made a new screen, how do I link it to the main menu?
    To do this I recommend taking a look at how existing screens have been setup. What you are essentially doing, in a rough list, is:


    Make a new button and have it:
    Hide the main menu or open the shutters to fade it out
    Show your new menu



    Both these tasks are done by interacting with Transitional Objects. These objects are a custom animation tool that typically affects all children of the class. E.G a transitional object on the Options Screen will affect all images in the Options Screen. So to show a screen you typically call mainTransition.TriggerTransition();



    Take a look at OptionsScreen.cs and the Show or Close methods for a simple example.



    I have tried to move the buttons but they open in the same place. Why is this?
    This is because of their animations. If you click the button in question and find a script called StateBasedTransition you should see options to control where the button is positioned during each of its states (E.G whilst the UI is opened, closed or minimised). Make sure to update these so the button is where you would expect during each state.

    Can I request a new screen like X but with extra elements Y?
    This asset was originally commissioned for a now abandoned project by a company called Ironbelly Studios. Although I have converted and maintain the package for the asset store I am not the original artist so I would recommend contacting them for additional screens.

    Website: http://ironbellystudios.com/
    ********
     
    Last edited: Dec 11, 2016
  2. Kevin_Scott

    Kevin_Scott

    Joined:
    Jan 6, 2015
    Posts:
    4
    Hi, Love the pack!
    Any ETA on the uGUI version? I'd rather use that than nGUI but not a HUGE deal if it will be a while :)
     
  3. LaireonGames

    LaireonGames

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    Hey Kevin glad you like it :)

    It probably will be a while I am afraid. When I first posted I hoped it would be a couple weeks/done by now but I am about to move to another country for a month or so and not sure how much time I can dedicate to this.

    I will keep you posted when I make some progress though!

    Edit: Later if you send me your invoice for this version ill send you a copy of the uGUI when its ready. Contemplating putting both in the same pack but worry people will feel like they are paying for something they are not using by including both. Can't make up my mind the best way to approach this!
     
  4. Kevin_Scott

    Kevin_Scott

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    I understand. Thanks for the quick response! I'll send you an email with my invoice.

    Thanks!
     
  5. Raunchard

    Raunchard

    Joined:
    Feb 21, 2014
    Posts:
    6
    Hi!
    2 questions:
    -is there also a pause menu included, and how easy is it to add additional menu points?
    - is this mobile and touch friendly?

    I am considering to buy the asset, Thanks!
     
  6. LaireonGames

    LaireonGames

    Joined:
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    Hey!

    This asset was originally created for an iPad title so touch was considered from the beginning :)

    I'm afraid there is currently no pause menu implemented however I do have a simple HUD placement that I plan to add in the future. It didn't include it in the first release since it was not animated using nGUI and needs re-coded and I didn't want to rush it since I knew I was heading away soon.

    If anyone wants a look at the HUD drop me a message with your invoice number and I can send you a static copy.

    As for adding additional menu points, everything has been created in a modular structure so it should be very easy to make new menu points :) What, other than a pause menu, do you have in mind?

    Cheers!
    Jason
     
  7. Raunchard

    Raunchard

    Joined:
    Feb 21, 2014
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    A Character and Vehicle selection. With that, and a hud, it would be perfect! Looks really sweat! :)
    Could you send me a screenshot of the hud? that would be great. office (at) interstellargamestudios (dot) com
     
  8. LaireonGames

    LaireonGames

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    Sure thing I have posted the HUD here as well for anyone interested (its a bit blurry for some reason, I will upload a clearer one later but these assets are of the same quality as the rest of the GUI)

     
    Raunchard likes this.
  9. arkhament

    arkhament

    Joined:
    Jan 24, 2015
    Posts:
    114
    Hello @K2 Games, this UI look awesome.
    I want to know something.
    1) This UI will work in mobile? maybe in a Samsung S5.. ? because i want to use for mobile.

    2) In the Web DEMO Player https://dl.dropboxusercontent.com/u/29289192/Sci Fi UI/Web Build.html this demo is the new UI or is nGUI ? the animaction are the same in the two version?

    3) This UI need some others Assets to run?

    4) The animation in the Web DEMO Player are very nice. This animations are made with your asset "Simple Transitions" or some are made with the native Unity animation?

    5) Simple Transitions need "2D Toolkit" to run?

    (sorry for my eng).

    Regards,
     
  10. LaireonGames

    LaireonGames

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    Hey arkhament :)

    1) Yes this will abolutely work on mobile. It was designed to work on tablets so mobile will be no issue

    2) The demo is the nGUI version but both versions should be identical. I made the uGUI most recently so if you plan
    to use that an notice any differences between it and the demo let me know and I will make sure its fixed

    3) Nope this should work out of the box. It needs nothing else to run

    4) Its made almost entirely with my Simple Transitions package yes BUT the current package on the store is an older version of that framework. I've been having issues getting the update for the package on the store. (Note that if you purchase this UI it comes with the latest version of the Simple Transition package)

    A couple of the animations on the buttons are using Unity's native animations since buttons are a tad more complex

    5) Simple Transitions needs nothing else to run and is completely stand alone :) If you are interested in that package in the end feel free to purchase it then if you send me the invoice I can send you the latest version earlier than its on the store.

    Cheers!
    Jason
     
  11. arkhament

    arkhament

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    @K2 Games thanks for your fast reply.
    last question... my actual UI call the containers/panel UI by SetActive().. with the "Simple Transitions" i can create an animation from the start of the SetActive(true)? I mean when i call a UI by SetActive(true) container/panel the "Simple transitions" launch my animation..

    Sorry for my english
     
  12. LaireonGames

    LaireonGames

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    No problem. I think I understand what you are saying. Basically you call gameObject.SetActive(true); for your current UI. Simple Transitions works by calling either of the lines:

    TriggerTransition
    TriggerFadeOut

    I feel this way is a little more flexible however it would be very easy to work how you describe. You would just have to add the TriggerTransition code to the Start method once and all your animations will work as you intend :)
     
  13. arkhament

    arkhament

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    Oh! thanks very much Jason.
    you got a new customer and fan. :) I gonna buy right now.

    edited:
    ups.. sorry, i forgot.. this work with Unity 5 right?
     
    LaireonGames likes this.
  14. LaireonGames

    LaireonGames

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    Awesome thanks so much! :D If you have any issuesdrop me an issue and I will walk you through them
     
  15. arkhament

    arkhament

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    I already bought it :) It would be nice to have the HUD

    thx
     
  16. LaireonGames

    LaireonGames

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    I'm still working on the HUD I'm afraid. Works been hectic and has taken me a lot longer to get even this done :p I will send you the static copy though (the images un-animated) if you want to play with them yourself.
     
    jovino likes this.
  17. jovino

    jovino

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    No problems with UGUI and Unity 5 version on my side. I found your package as instructive as beautiful but I think I need a bit of help with your Simple Transtitions plugin. Is there any documentation available which I missed?
     
  18. LaireonGames

    LaireonGames

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    Hey Jovino,

    I kept intending to host/post the documentation somewhere online but its completely skipped my mind! Sorry about that, going to upload a copy to dropbox now. Come to think the documentation actually applies to version 2 but most of it should still be applicable. I'll update to version 3 whilst I am at it
     
    jovino and arkhament like this.
  19. LaireonGames

    LaireonGames

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    That's it uploaded :) If you have any questions feel free to email me (jason@k2games.co.uk) or stick them on the other forum where it might help others:

    http://forum.unity3d.com/threads/simple-transitions.305945/

    Edit: Wow I really messed up this one! I had a set of examples for that framework and none of them have been included in this package. I will make sure they are in the next update but if anyone wants them in the meantime drop me an email with your invoice number and I will forward them on.
     
    Last edited: Jun 16, 2015
    arkhament likes this.
  20. arkhament

    arkhament

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    Jan 24, 2015
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    Hi @K2 Games, I have sent an email about the asset version.
    By the way.. I have a question, yesterday I was testing the Simple Transitions asset(I think my version is the old one from Full Sci-Fi UI version 2.0).. and is really amazing, I want to know if it is possible to make an animation of the type "Movement" and when that animation type end then start another animation of type "Movement" in the same UI Image object, if this is possible then how I can do?

    Regards,
     
  21. LaireonGames

    LaireonGames

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    Hey Arkhament :)

    Yup you can indeed do this. I have been trying to think of more dynamic ways of addressing this that I hope to get into the next version however for now I only know of one way to do it.

    Basically you attach two moving components to the same object and then you set the delay of the second moving component to be just after the transition time of the first component. E.G if your first movement takes 0.5 seconds to transition in then the delay of your second component should be 0.5
     
  22. arkhament

    arkhament

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    okay, I get it! thanks @K2 Games!
    Oh.. I see the Simple Transitions now is in version 3.0.. the Sci-Fi Full UI will also have the update to simple transition 3.0?

    Regards,
     
  23. LaireonGames

    LaireonGames

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    This package contained 3.0 for Simple Transition early so you already have it :)
     
    arkhament likes this.
  24. arkhament

    arkhament

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  25. songeunsuk

    songeunsuk

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    Apr 20, 2012
    Posts:
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    ugui, package down is where can I get? Links Thank you.
     
  26. LaireonGames

    LaireonGames

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    That's strange there should be no way it didn't upload, it should be there! Is the zip there but just corrupted perhaps? Either way sorry for the inconvenience.

    If you email: support@laireongames.co.uk and include your Invoice Number then I can send you a new copy.

    However I am flying today so i might not be able to respond until later tonight.
     
    Last edited: Nov 10, 2016
  27. scranley

    scranley

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    Dec 1, 2013
    Posts:
    9
    Hello I just compiled it for an Iphone5, most of the sub menus such as missions and upgrades are just a little too small, should I just scale them or is there a recommended way to make them bigger on small screens on apple devices?
     
  28. LaireonGames

    LaireonGames

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    Hey scranley,

    I would say this is entirely up to your preference :) You can just alter the transform (so far as I remember those screens won't modify the scale, if they do then you should see a scale componenent on the TransitionalObject and change its end point). As best practise I tend to try and aim for everything at scale 1, it helps for batching in other situations, but this is by no means 'the best way'.

    You could also edit the width and height of each component (on the RectTransform for uGUI and on the Widget for nGUI). Most of the images should be sliced so it won't matter for crispness what size you alter them to (E.G you shouldn't see any stretching). But like I say this depends on your preference, sometimes you want it to stretch a little and thus the transform approach becomes more appropriate!

    Sorry if thats a little vague and I hope it helps but if not let me know and I will do my best to help.

    Cheers!
    Jason
     
  29. dev_2051

    dev_2051

    Joined:
    Jul 25, 2013
    Posts:
    92
    Hi,
    It's really gr8 space themed UI,before buying it just want to ask the following questions:

    1>Does the UI set includes graphics to create the Loadings Bars?
    2>Does it includes CheckBoxes?
    3>Can you please put a watermarked grab of all the UI items so that,we can get a feel of different UI items and plan the layout before purchase.

    Cheers :)
     
  30. LaireonGames

    LaireonGames

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    Hey Dev_2051,

    1 & 2: Sorry there are no loading bars or checkboxes included in this package. It was originally commisioned for a specific project and never fully inteded for the asset store. I only uploaded it to cover some of my losses and didn't expect it to be so popular :)

    3: Good Idea with the water marked layout. Its now at the top of this thread (click to full screen it)

    Cheers!
    Jason
     
  31. mkgame

    mkgame

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    Hello,

    in the last release all the script references are missing on the uGUI unzipped scenes. I don't know what scripts I should reference here..
    I unpacked the zip files in the current folder (unpack here with 7Zip). Any idea how to fix this issue?
     
  32. LaireonGames

    LaireonGames

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    Hey mkgame,

    Wow yeah don't try and do that yourself it will take forever! Otherwise no idea I have not seen that sorry. Try redownloading the package and unzipping just with windows standard zip (what i used to zip) and if that doesn't work drop me a private message or email with your invoice ID and I will send you a fresh copy.

    Cheers!
    Jason
     
  33. mkgame

    mkgame

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    Thanks for your fast action,

    i use the QHierarchy asset, which shows me the missing scripts and non existent prefabs. Most of the scripts are missing in the unpacked UI (uGUI)/Scripts folder. The Gradient.cs is for example often missing.
    Then there are 2 Prefabs in the UI (uGUI)/UI-Scene, which have no corresponding prefab in the project, one of them is BTN-Mission, with lot of tween-target attribute scripts, which are all missing.
    On the root Canvas, named Canvas, a script is missing. That script is not even available in your project, searched for it with one of its attribute.

    However, I would recommend you QHierarchy to hold your project clean.
     
  34. LaireonGames

    LaireonGames

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    Ah thanks you are right. My PC crashed on me and corrupted my scene before the last time I pushed this live and I was NOT happy so it didn't get as many checks as it should.

    I am fixing the missing links now.

    Does the project otherwise run alright?

    Again if you send me an email or PM with your invoice ID I can send you the update package once I am finished (shouldn't take long)

    Edit: Actually already use qheirarchy but bought it after I made this project ;)
     
  35. mkgame

    mkgame

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    Yes the project can be executed and the buttons can be clicked. But I need a full working project, because I have to learn how to make a such kind of nice, animated GUI. By the way, the most advanced looking GUI in the store. I send you an e-mail with the invoice ID.
     
  36. LaireonGames

    LaireonGames

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    Awesome thanks for the kind words :) If you are using the uGUI side then TransitionalObject is what drives the vast majority of animations so it is probably the best place to start.

    Uploading the package now so should have it with you soon!
     
  37. LaireonGames

    LaireonGames

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    @mkgame Just checking you got my last email. Contains a code for some free stuff ;)
     
  38. LaireonGames

    LaireonGames

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    New update should now be live, from what I have read from the asset store updates you guys should possibly have been given a notifcation when you view the store. Can anyone confirm if this is true?

    As a side not this update has added support for the latest Unity (5.2) which has required some rendering changes. For the quickest update I have only provided this and the 5.1 package still has the visual issues mentioned above. Normally I would remove the 5.1 package and keep with the latest version but since there were some major changes I wanted to guage how everyone feels about 5.2 before effictively forcing updates on anyone :)
     
  39. Kafar

    Kafar

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    Nov 29, 2012
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    Hello,

    Nice asset!

    I need to build (really quickly) mobile UI for some apps (not games) for Android phones, tablets and iOS devices. I use Unity 5.2 and NGUI, so can I use this asset to rapidly build my UI? Some suggestions about this? I would like to use the transitions and the UI elements I see in this asset with other icons and text.
     
  40. LaireonGames

    LaireonGames

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    Hey Kafar,

    I don't see why not :) Everything is modular so adapting it to what you need should be no issue in terms of art and I have spent a lot of time on the transitions system so transitions/animation could be all done in the editor and thus a very quick development time.

    However the nGUI implementation of this package doesn't use simple transitions, it is all coded and uses nGUI's tween systems which are a touch more reliable when it comes to alpha and colour transitions (I don't use nGUI any more so simple transitions doesn't keep up to date with nGUI updates) however to use them you do have to code in some places which slows down development considerable compared.

    Hope that helps!
    Jason
     
  41. frankadimcosta

    frankadimcosta

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    Jan 14, 2015
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    I need support for
    Full Sci-Fi UI (uGUI & NGUI)

    Using Unity3D 5.2.2 demo scenes don't compile (and web demo don't run as expected)


    Assets/Full Sci-Fi UI/UI (uGUI)/Scripts/Gradient.cs(6,14): error CS0534: `Gradient' does not implement inherited abstract member `UnityEngine.UI.BaseMeshEffect.ModifyMesh(UnityEngine.UI.VertexHelper)'
     
    Last edited: Nov 28, 2015
  42. LaireonGames

    LaireonGames

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    Hey Franka,

    Ahh sorry about that it is probably due to the rendering changes in the latest version of Unity. I had a similiar issue on one of my other packages.

    Drop me an email or PM with your Invoice ID and I will send you an updated script :)

    Cheers!
    Jason
     
  43. frankadimcosta

    frankadimcosta

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    Last edited: Nov 28, 2015
  44. LaireonGames

    LaireonGames

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    No problem :) Email sent just now, let me know if anything else crops up
     
  45. frankadimcosta

    frankadimcosta

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    WOW ! I love it !
    You need to update the web demo !


    TNX for support ! Have happy sunday !
     
  46. LaireonGames

    LaireonGames

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    Awesome so glad you like it! :D And no problem, happy sunday to you too (although it is still Saturday were I am!)

    Oh what's up with the web demo? The one thing I, ironically, had the most issues with was the gradients so there might be a tiny difference between the web demo (made with the original nGUI package) and the uGUI build. If you think there is a difference I should probably make two web demos then for clarity :)
     
  47. frankadimcosta

    frankadimcosta

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    Web scene shows only background and topbar

    I have another problem in HUD demo scene

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:454)
    UnityEngine.UI.Text.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Text.cs:523)
    UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/CanvasRendererBindings.gen.cs:332)
     
  48. LaireonGames

    LaireonGames

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    That sounds like an first run issue within Unity itself. If you clear the log it should never appear again but if so let me know! Does it stop you from running/compiling?
     
  49. frankadimcosta

    frankadimcosta

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    Only "runtime" issue.
    It seems ok.
    But I don't know if scene runs as expected !

    The web demo starts showing this scene but pressing pause UI scene doesn't show
     
    Last edited: Nov 28, 2015
  50. LaireonGames

    LaireonGames

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    Ah fair enough :) Well if it doesn't let me know!