Unity 4.6 brings long-fabled UI creator

Around a year and a half ago, popular game development tool Unity promised to change how user interfaces are created. With the release of 4.6, developers can now ease the painful task of creating UI with a powerful built-in solution which removes the need to use workarounds to achieve what you need.

Unity’s animation system provides support for aspects like bouncing buttons and things which fly into view.

Unity is a WYSIWYG-style creation engine which – up to most solutions – is simple in most respects thanks to its visual “drag and drop” system. Creating the actual interface for the game was always the most frustrating part of working within Unity because it would require the developer to use Unity’s performance-taxing OnGUI, or a third-party GUI editor…

Many third-party add-ons have deteriorated over time due to Unity hiring the developers behind them – such as Michael Lyashenko behind NGUI, or Juha Kiili behind RageSpline. As a result of such talent acquisitions, however, developers now have a comprehensive first-party solution for building their UI.

Interfaces, like the game itself, can now be created within the editor. “Smart anchoring” and smooth resizing systems prevent the kind of funky-happenings which occur at different screen resolutions, whilst Unity’s animation system provides support for aspects like bouncing buttons and things which fly into view.

Below is a 30 minute demo showing-off the new UI system:

Alongside the new interface creation tool, Unity can now boast being able to support x86 processors for Android. The free update is said to be the last before the firm ships the big 5.0 version of their increasingly-brilliant tool.

Do you intend to check out Unity 4.6’s new UI creator? Let us know in the comments.

Related Stories

Leave a comment

Alternatively

This will only be used to quickly provide signup information and will not allow us to post to your account or appear on your timeline.

xardox
27 Nov 2014, 4:34 p.m.

>"it would require the developer to use Unity’s rubbish scripting language"

Criticizing Unity's rubbish immediate mode GUI API is one thing, but what the hell do you think is wrong with C#, that you would call it "Unity’s rubbish scripting language"? For your information, it's Microsoft's scripting language, and although it's certainly not perfect, you're absolutely incorrect to call it "rubbish" or "Unity's" or blame it for the problems of Unity's immediate mode GUI API. Do you have any idea what you're talking about, Ryan Daws?

>"Most third-party add-ons have got worse over time due to Unity hiring or buying the developers behind them."

And what's with that? I call bullshit. How many third-party add-ons are there? Take that huge number, and multiply it by 51% to be charitable about "most", and them multiply by 1 to be unrealistic about how many people are working on each add-on. Did Unity really hire or buy THAT many developers? That is ridiculous bullshit, not to mention "have got worse" is grammatically incorrect.

That statement is absolutely incorrect, bordering on libel. Why do you have to make up lies that are so transparently impossible? Do you have an axe to grind about Unity? Then why don't you make up lies that are more plausible if your only point is to smear the company?

Reply

Ryan
28 Nov 2014, 12:05 p.m.

Thanks for your comment and pointing out my deadline-meeting mistakes.

1) It's OnGUI with which the issues lie - especially draw call performance.
2) "Most" should have been "Many" and was speaking with regards to the most useful add-ons such as Michael Lyashenko behind NGUI, or Juha Kiili behind RageSpline.
3) I'm a huge fan of Unity and excited by the potential of the new UI system.

Reply