Making UI That Looks Good In Unity

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  • Опубликовано: 16 фев 2020
  • Learn ways to improve your understanding of how to design UI in Unity!
    URP Examples: github.com/Unity-Technologies...
    Understanding Color: • Understanding Color
    Designing A Loading Screen: • Designing a Loading Sc...
    Dynamic Depth of Field: • Dynamic Depth of Field...
    Strategy Game Camera Controller: • Building a Camera Cont...
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Комментарии • 343

  • @RugbugRedfern
    @RugbugRedfern 4 года назад +624

    It's super hard to find resources on UI design in Unity, thank you so much for this!

    • @nemiwa5032
      @nemiwa5032 3 года назад +2

      Oh, hi man!

    • @epicmoments2049
      @epicmoments2049 2 года назад +1

      Even harder on roblox. I’m making a simulator but the ui has to be top notch

    • @liloskiller365
      @liloskiller365 2 года назад +5

      @@epicmoments2049 Roblox isn't good for developing it also takes a lot of money from the creators and uses lua its really not worth it

    • @Dorbellprod
      @Dorbellprod 2 года назад

      Rug Bug Red Fer N!!!!

  • @hayydn
    @hayydn 4 года назад +485

    "I'm obviously going to go with the British Palette here" > Immediately calls the library UI Colors instead of UI Colours

    • @GameDevGuide
      @GameDevGuide  4 года назад +115

      Force of habit now, as most libraries and references are in American English. 😂

    • @hayydn
      @hayydn 4 года назад +34

      @@GameDevGuide I feel you, makes me sad everytime resharper is like "u spelt that wrong" like sorry excuse me?

    • @johanhelsing
      @johanhelsing 4 года назад +28

      @@GameDevGuide Except for MonoBehaviour, for some bizarre reason.

    • @elektra81516
      @elektra81516 4 года назад +35

      @@GameDevGuide You mean "English (Simplified)"

    • @Hello-qg4yk
      @Hello-qg4yk 3 года назад +6

      Louis Greenland you mean
      "Proper English"
      Jk. None is "better" than the other but
      I prefer American

  • @strezzkev
    @strezzkev 4 года назад +17

    For so long I have struggled with understanding dynamically scaling UI. It seems finally someone has the answers I'm looking for. Can't wait for part 2!

  • @rutchjohnson
    @rutchjohnson 4 года назад +60

    Love this. Yes, we want to see the next chapter in UI and how to solve camera blur in the new render pipline. Thanks for all your hardwork! Especially in the clean editing of these videos.

    • @jodalsgaard5792
      @jodalsgaard5792 Год назад +7

      Using Cinemachine and Post Processing, you can switch to a virtual camera with depth of field added, that's been a pretty simple workaround for me. This might not have been possible when the video was released, but I prefer this to camera stacking for sure (at least in URP.) You just assign a post processing profile to the Cinemachine virtual camera you're using for UI, and then set the priority for that camera in your code when activating your UI.

  • @gamesplusjames
    @gamesplusjames 4 года назад +20

    This was really great! UI in unity is usually one of those things that is always unexpectedly hard but these tips really help! One extra tip I've been told as well is to make sure to disable all the layout components once you are happy with your UI as they are constantly working as long as they are active, even if you're not changing anything :)

  • @Harry_Holliday
    @Harry_Holliday 4 года назад

    I just wanted to say thanks for your videos. I ran into them today and was surprised to see how small the channel is with how high quality your videos are. I was also surprised how few videos you have it just seems like such an experienced account. Keep up the great content and I'm looking forward to more :)

  • @rickloyd8208
    @rickloyd8208 3 года назад +6

    Every half a year I am returning to this video to refresh my understanding what those force expend and child control sizes toggles are dong... I did dozens of UI elements but I always used to forget. Thanks for this great video ever created!

  • @ThatAcc
    @ThatAcc 4 года назад +125

    At the Grid component question and answer I laughed so so hard man.... exaclty what I thought, don't know how many hours I wasted trying to make that garbage component work properly.
    Great video. :)

    • @GameDevGuide
      @GameDevGuide  4 года назад +19

      I have a feeling you're gonna love the next video! 😂

    • @binaryparrot3352
      @binaryparrot3352 2 года назад

      I have used the component for inventory systems before. Never had a single problem. I seriously don't understand why you guys hate it.

    • @trevorkorber
      @trevorkorber 2 года назад +1

      @@binaryparrot3352 thats because a grid component is used for object that "should" be layed in a grid pattern. Like an Inventory. However for something where each object may have slightly different dimensions it gets too finicky. Grid component has its uses in some place.

  • @andreishulgach559
    @andreishulgach559 2 года назад

    Most of my SlimUI designs on the Asset STore are following a Flat style because of the same reasons you mentioned. You nailed it on the head, and it's great to come across someone else who is super passionate about UI especially inside of Unity. Also, an underrated part of this video is your UI blur shader. It's incredibly helpful for so many developers out there and what you covered in a couple of minutes is better than most tutorials have done in much longer.

  • @Gildur01
    @Gildur01 4 года назад

    You showed so many small but important things in this video, it's incredible. Like the custom Editor, custom icon, usage of reset method etc. which all elevate the component to the next level.

  • @ianfrancis3605
    @ianfrancis3605 3 года назад

    All your videos are very high quality, informative, clear, organised, interesting and have sound quality and music background levels that are perfect.

  • @thatanimeweirdo
    @thatanimeweirdo 4 года назад +2

    Am a media designer that does the interface design for internal tools of my company. Love this video as it highlights the bigger parts that will save you a lot of time reworking your UI.

  • @vordrax1014
    @vordrax1014 4 года назад +2

    I'm not entirely sure why this was just randomly recommended to me today, but I took a look and found it to be incredibly helpful and informative. Subscribed and looking forward to your future content.

  • @LonelyAwesomeWolf
    @LonelyAwesomeWolf 4 года назад +16

    Oh god, finally! I finally understand those blasted layout grouping options! So damn confusing! Thank you!

  • @isthiswil
    @isthiswil 4 года назад +7

    Wow, I have only watched 6 minutes, and I am already impressed. Thank you for also making me realise that taking inspiration from other games is very important too.
    I also love the tile effects shown in Forza :D.
    (I subscribed too).

  • @RealGoOhm
    @RealGoOhm 4 года назад

    Only just found your channel but so glad I did such high quality productions and full of great concise information explained very clearly. I've subbed and I urge others to too this guy will go far!

  • @SH-tk4lx
    @SH-tk4lx 4 года назад

    I've toured around this channel for a little bit and i must say ... your content is super useful and entertaining, i think i'm looking at a big future youtuber, keep up the incredible work

  • @ethnicsovereignty2369
    @ethnicsovereignty2369 Год назад

    I can't put how much this helped into words. I'll only say that I was trying to keep all my elements aligned properly by using anchors

  • @newbquesttv
    @newbquesttv 4 года назад +6

    Great work on this video Matt! Really useful info here, particularly the detailed explanation of Layout Groups and Elements, I've used them a bunch and always found them a bit confusing. Thanks!

  • @tomchapman128
    @tomchapman128 4 года назад +5

    Just found your channel, the production quality and content is great! I would also love to see a blur effect for the new scriptable render pipelines!

  • @kken8766
    @kken8766 4 года назад

    I just found your channel yesterday and immediately I'm your fan. Great Work!!

  • @SendarkWoW
    @SendarkWoW 4 года назад

    Definitely looking forward for more; as other comments have pointed out, it's incredibly hard to find good UI tutorials for Unity.

  • @keniak1-g960
    @keniak1-g960 4 года назад +3

    Dude you are so incredible!, Continue like this, you deserve more views and subscribers dude, hope you are doing great!

  • @kaiserslacht
    @kaiserslacht 4 года назад +9

    "Like a lot of things in Unity, it can feel pretty half baked at times"
    STRAIGHT UP FAX

  • @caligis
    @caligis Год назад

    Thanks for this great video, I learned a lot! I have been stuck on my project, putting it off for a while. This video got me going again and I made my whole UI more responsive and scaleable

  • @moosesnWoop
    @moosesnWoop 3 года назад

    Thanks a lot for the advice. Starting on the UI now for several games, needed some guidance and this provided it. Definitely will check out some of the resources.

  • @nguyenhoangdung3823
    @nguyenhoangdung3823 4 года назад

    one of the most underrated channel on youtube about unity gamedev.
    keep up the good work. :D

  • @northstar7978
    @northstar7978 4 года назад

    just find your channel. super useful. although I am using unity for about 8+ years professionally still I can grab some useful tips from your videos. good work. appretiated!

  • @GameDevHQ
    @GameDevHQ 4 года назад +3

    Excellent Quality! Well done!

  • @gilleswalther5964
    @gilleswalther5964 4 года назад

    I like that the video goes deep in the subject. Good job!

  • @hasnainfareed8555
    @hasnainfareed8555 4 года назад

    Thanks man,you are among few rare channels who are teaching in depth.

  • @bunggo9914
    @bunggo9914 2 года назад

    man, you deserved more subs, this is one of the best unity tutorial channel for sure.

  • @DougieBoy
    @DougieBoy 4 года назад +2

    I just found your channel. I was hoping for more videos. :) Your videos are very good. Here's hoping you create a ton of amazing tutorial videos. There are so many tutorial ideas that would make for great videos.

  • @innomin8251
    @innomin8251 3 года назад +4

    If I remember right, the "Flexible Width" and "Flexible Height" are modeled on the CSS Flexbox. So if you have two components, one is Flexible Height 1, and the other is Flexible Height 2, the one with "2" will take up twice as much room as the element with "1".

  • @mohitsethi99
    @mohitsethi99 4 года назад

    Really good explanation, will help a lot in every project. Thanks a lot! Can't wait for the next part.

  • @nyscersul42
    @nyscersul42 2 года назад

    Explaining the under-the-hood behaviour of the ui elements was real helpful, thanks!

  • @francoisneko
    @francoisneko 4 года назад

    Love this tutorial ! Really in depth and with a lot of good practice.... Thanks a lot 😊

  • @mikecu2249
    @mikecu2249 Год назад

    i LOVED that Grid Component part!! :D

  • @jumpod9853
    @jumpod9853 7 месяцев назад

    Thank you so much for explaining the Layout Element !

  • @sablehoover5568
    @sablehoover5568 4 года назад

    Really enjoy your stuff, man!

  • @ChipboardDev
    @ChipboardDev 2 года назад +15

    I've been working with Unity for years as a programmer both personally and professionally. Your video, this, right here, is the shit. I'm learning so much just within a few minutes of this video and cannot wait to apply these practices and newfound knowledge to my projects. Thank you, sincerely, for helping me no longer create shitty, slapped together UI designs, but rather works of art intended to guide the user in the proper direction using appealing colors and proper layouts.

  • @DougFromTheBayou
    @DougFromTheBayou Год назад +14

    This is a great video but I have no idea why the shader code isnt posted anywhere? Its a real pain copying it from the video. Anyway here it is for future viewers:
    Shader "Custom/UIBlur"
    {
    Properties
    {
    [PerRendererData] _MainTex ("Texture", 2D) = "white" {}
    _Size("Blur Radius", Range(0,8)) = 3
    }
    SubShader
    {
    Tags {
    "RenderType"="Transparent"
    "IgnoreProjector"="True"
    "RenderType"="Transparent"
    "PreviewType"="Plane"
    "CanUseSpriteAtlas"="True"
    }
    Cull Off
    Lighting Off
    ZWrite Off
    ZTest Always
    Blend SrcAlpha OneMinusSrcAlpha
    GrabPass{
    Tags{"LightMode"="Always"}
    }
    Pass
    {
    // horizontal pass
    Tags{"LightMode"="Always"}
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma fragmentoption ARB_precision_hint_fastest
    #include "UnityCG.cginc"
    struct appdata
    {
    float4 vertex : POSITION;
    float2 texcoord : TEXCOORD0;
    };
    struct v2f
    {
    float4 uvgrab : TEXCOORD0;
    float4 vertex : POSITION;
    };
    sampler2D _MainTex;
    float4 _MainTex_ST;
    v2f vert (appdata v)
    {
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);
    #if UNITY_UV_STARTS_AT_TOP
    float scale = -1.0;
    #else
    float scale = 1.0;
    #endif
    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
    o.uvgrab.zw = o.vertex.zw;
    return o;
    }
    sampler2D _GrabTexture;
    float4 _GrabTexture_TexelSize;
    float _Size;
    fixed4 frag (v2f i) : Color
    {
    half4 sum = half4(0,0,0,0);
    #define BLURPIXEL(weight,kernelx) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx * _Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight;
    sum += BLURPIXEL(0.05, -4.0);
    sum += BLURPIXEL(0.09, -3.0);
    sum += BLURPIXEL(0.12, -2.0);
    sum += BLURPIXEL(0.15, -1.0);
    sum += BLURPIXEL(0.18, 0.0);
    sum += BLURPIXEL(0.15, +1.0);
    sum += BLURPIXEL(0.12, +2.0);
    sum += BLURPIXEL(0.09, +3.0);
    sum += BLURPIXEL(0.05, +4.0);
    return sum;
    }
    ENDCG
    }
    GrabPass{
    Tags{"LightMode"="Always"}
    }
    Pass
    {
    // vertical pass
    Tags{"LightMode"="Always"}
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma fragmentoption ARB_precision_hint_fastest
    #include "UnityCG.cginc"
    struct appdata
    {
    float4 vertex : POSITION;
    float2 texcoord : TEXCOORD0;
    };
    struct v2f
    {
    float4 uvgrab : TEXCOORD0;
    float4 vertex : POSITION;
    };
    sampler2D _MainTex;
    float4 _MainTex_ST;
    v2f vert (appdata v)
    {
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);
    #if UNITY_UV_STARTS_AT_TOP
    float scale = -1.0;
    #else
    float scale = 1.0;
    #endif
    o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y * scale) + o.vertex.w) * 0.5;
    o.uvgrab.zw = o.vertex.zw;
    return o;
    }
    sampler2D _GrabTexture;
    float4 _GrabTexture_TexelSize;
    float _Size;
    fixed4 frag (v2f i) : Color
    {
    half4 sum = half4(0,0,0,0);
    #define BLURPIXEL(weight,kernely) tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely * _Size, i.uvgrab.z, i.uvgrab.w))) * weight;
    sum += BLURPIXEL(0.05, -4.0);
    sum += BLURPIXEL(0.09, -3.0);
    sum += BLURPIXEL(0.12, -2.0);
    sum += BLURPIXEL(0.15, -1.0);
    sum += BLURPIXEL(0.18, 0.0);
    sum += BLURPIXEL(0.15, +1.0);
    sum += BLURPIXEL(0.12, +2.0);
    sum += BLURPIXEL(0.09, +3.0);
    sum += BLURPIXEL(0.05, +4.0);
    return sum;
    }
    ENDCG
    }
    }
    }

    • @MrGsafe
      @MrGsafe 5 месяцев назад

      Thanks

  • @martinfaucheux6598
    @martinfaucheux6598 3 года назад

    Really the best video I found out there to explain how to deal with Unity UI!

  • @frey6549
    @frey6549 4 года назад

    These tips were really helpful. Thank you for making this :)

  • @williamtetlie4274
    @williamtetlie4274 4 года назад +1

    I just found this channel, can’t believe I haven’t found it before! It’s super great content!
    Can you make a video on an FPS building system in Unity like that in ARK or Rust? Would love that :)

  • @MarcoMasi-masiorama
    @MarcoMasi-masiorama 4 года назад

    Nice job, thanks! Looking forward to the next video.

  • @MTandi
    @MTandi 3 года назад

    Holy crap, that makes much more sense. I've been using a ton of nested content size fitters and even made a custom script for them to forbid sizes with floating point.

  • @Lothrean
    @Lothrean Год назад

    I love how the "terrible color pallet" example literally is pretty up-to-date and awesome just 2 years later :D

  • @KrazyKain
    @KrazyKain 4 года назад

    This wasa incredibly useful. UI has always been an issue for me, and I had no idea unity even had those layout features. They are surprisingly similar (in theory if not practice?) to HTML and Bootstrap.

  • @Agustinzero2
    @Agustinzero2 2 года назад

    Thanks for all this information, i was really lose about where to start

  • @quentincomacle
    @quentincomacle 4 года назад +1

    Many thanks for the video, actually watched it during my free time, but it could be useful for me later while working, so, thanks.

  • @notnanomercy
    @notnanomercy 4 года назад +1

    U video style is great! Keep going and u will become a big RUclipsr

  • @miguel_franca
    @miguel_franca 4 года назад

    Ma man, how do you not have like 300k subs? Your videos are amazing. I learn so much from them! They are allll sooo useful. Keep it up

  • @techmeck8980
    @techmeck8980 4 года назад

    Nice video, it really helped me a lot.
    Keep up the good work :)

  • @declanmark2809
    @declanmark2809 3 года назад

    Wish I’d found this channel sooner. Great video :)

  • @studyzen8836
    @studyzen8836 3 года назад

    I already have a current UI, but I’m here because it’s so relaxing to watch good UI design.

  • @LupoNoBrain
    @LupoNoBrain 22 дня назад

    Jesus what a lifesaver..! Ive been working in frontend UI dev & design for almost a decade and just spent 5 hours or so trying to make the grid layout work... Whoever handled the UI topic at unity must have never used any design software or frontend web tech before. Thanks a lot for your videos, frustration is now gone. :D

  • @hongjiantang7819
    @hongjiantang7819 4 года назад

    Wow, amazing tutorial! Thanks a lot for this!

  • @DylanBurke
    @DylanBurke 4 года назад

    Not sure if this is the exact solution (will try some experiments later), but I often see the "Scene Color Node" in shadergraph used as an alternative to the grab-pass functionality. Creating a shader using this node may enable a similar effect to what you describe here in SRP. Love your channel! Thanks for all your hard work!

  • @teamchemistryrex
    @teamchemistryrex 4 года назад

    Finally, a high quality Unity tutorial channel!

  • @Oxmond
    @Oxmond 4 года назад +3

    Great tutorial! The quality of the UI design is absolutely important - even in really cool games, haha 👍🤓

  • @Jesus-fi9kp
    @Jesus-fi9kp 2 года назад

    Wonderful video! Congratulations! Pure knowledge ...

  • @eulen-mensch
    @eulen-mensch 4 года назад +7

    Really nice video, thanks! Just a quick note though, the term "diegetic" is usually used to refer to in world UI elements such as actual ammo counts on weapons or the life bar on the character's back in dead space. If I had to create two categories of game UI visualisation, I would go with flat and painted.

  • @placetechnologies
    @placetechnologies 4 года назад

    Your work is always amazing thank you !

  • @artemv3160
    @artemv3160 4 года назад

    Extremely useful and concise tutorial and the channel as a whole! Thank you for all your work! I'll become a better Unity3d developer with your help.

  • @tasteofamerica4056
    @tasteofamerica4056 3 года назад

    Thanks. The placement and scaling for children under a layout component was driving me crazy, and often I ended up with panels and images being scaled their negative size...
    This cleared some of that up.

  • @thebrianman
    @thebrianman 2 года назад

    Holy crap this is a gem! Very good video!

  • @mohammadsadeghlavaie5560
    @mohammadsadeghlavaie5560 4 года назад

    About the blur image, Just blur the image you want to use with a software. then have both the blurred and normal image in your scene, just do a fade in/out animation on both, where the normal image fades out and the blurred image fades in. That's not dynamic obviously, but that solves the issue at least.
    For the dynamic blurring, there are shaders made with shader graph.

  • @krissloo143
    @krissloo143 2 года назад

    Love the way it's all explained
    can't believe I haven't subscibed yet

  • @Xerisis
    @Xerisis Год назад +4

    I know this is old, but I found a way using a post processing volume that uses a Depth of Field blur and enable/disable when opening the menu. Works pretty good. Not seeing any performance hit either. This works great for both URP and HDRP :-D

  • @TheSoundofTanay
    @TheSoundofTanay 3 года назад +3

    Here's a tip - in order to design menus, buttons, etc. As wireframes and not final designs, use software like Figma and XD. These are great tools to prototype and showcase what you're aiming for.

  • @JohnVanderbeck
    @JohnVanderbeck 2 года назад +18

    I know this is old, but one note I would make is be careful about scaling with WIDTH as in the world of increasing ultrawide monitors, you can often find your UI controls going off screen vertically.

  • @omegaeight8100
    @omegaeight8100 4 года назад

    Thanks for this awesome tutorial !

  • @notnanomercy
    @notnanomercy 4 года назад +1

    Great vídeo, well done!

  • @DarkParadice
    @DarkParadice 4 года назад

    Liked and subbed. Good work brother.

  • @MohammadFaizanKhanJ
    @MohammadFaizanKhanJ 3 года назад

    Today I discovered your channel and it's video no 2 I am watching. Thanks for your wonderful ❤️ work.

  • @danthesandman
    @danthesandman 4 года назад +10

    Flexible on Layout elements works like a "fill."
    Because you set the header to 75 and the main body to 999, ignoring any padding, once you make your panel higher then 1074(75+999) the body will stop expanding to fill.
    If you set the header to Preferred Height of 75 and the body to Flexible Height of 1 that means the header will fill 75 and the body will fill the rest no matter how high.
    If you added 2 bodies and gave them both a Flexible Height of 1 each then they will total 2 but have an equal share so fill evenly.
    This means that if you had 3 Body objects with Layout Elements and 2 of them had a Flexible Height of 1 but the other had a value of 2 then that means the total is 4 but one object fills half the area.
    By using the Flexible part you only need to set the Horizontal/Vertical layout group to Control Child Size and not Child Force Expand as they are expanding themselves to fill but with the option to control each ones 'importants'.
    I hope my rambling helps clear up Flexible.

    • @cvnvr
      @cvnvr 4 года назад +2

      Bucket really nice explanation. When he said he didn’t use them at all and then provided an arbitrary number to the preferred height I was slightly perplexed. I find the flexible height attribute to be pretty invaluable and use it constantly.

  • @Standbackforscience
    @Standbackforscience 2 года назад

    Finally, a UI guide from someone who understands how to make a real UI. Every other UI guide I've found does the most absolute basic things like how to render score in a corner.

  • @dominikspieler5308
    @dominikspieler5308 4 года назад +1

    2:55 - I died
    Just found you via youtube recommendations and thank you so much for your videos! I'm developing VR Escape rooms and especially UI Design is a pain in the ass. Thanks for this!

  • @nitinsoni1894
    @nitinsoni1894 4 года назад

    So much in one video very great work sir. Thank you for this helpful video.

  • @khaliljelliti6751
    @khaliljelliti6751 2 года назад

    your content is amazing simple and educational.
    I'm learning a lot from your videos please don't stop and thanks 👋🏼👋🏼👋🏼🤛🏼

  • @riten
    @riten 4 года назад +5

    You could blur the game view with post-processing for simpler results

  • @ahmedsameh2384
    @ahmedsameh2384 3 года назад

    Great work man, u r a really good teacher ^^
    Keep it up

  • @lukrin3482
    @lukrin3482 4 года назад +1

    You should do one on inventory UI design since that can be very challenging when factoring in the functionality.

  • @maarten1012TTT
    @maarten1012TTT 4 года назад +142

    Me: What about the grid layout?
    Me 3 seconds later: Oh

    • @binaryparrot3352
      @binaryparrot3352 4 года назад +7

      Same, but I always use it. Sometimes even instead of vertical and horizontal, so I honestly don't get it.

    • @TehSr0c
      @TehSr0c 4 года назад +4

      I've actually managed to get it to work a couple of times. Compared to the number of times it hasn't worked tho...

    • @MalrickEQ2
      @MalrickEQ2 3 года назад

      @@binaryparrot3352 Yah, if you don't use grid, you must be kid.

    • @JonahDominguez
      @JonahDominguez 3 года назад +1

      ive never had any issue with the grid layout component personally, but its the only one ive ever used so i dont have anything to compare it to i guess.

  • @ajaygamedeveloper6148
    @ajaygamedeveloper6148 4 года назад +1

    Thank you for the tutorial 👍

  • @lukakldiashvili303
    @lukakldiashvili303 4 года назад

    This is brilliant! Thank you

  • @BrunoMikoski
    @BrunoMikoski 3 года назад

    Really nice! But I'm really curious about the city you used as the background, it's that an asset from asset store? Kenny?

  • @abdullahsaadeh3461
    @abdullahsaadeh3461 2 года назад

    SRPs now support opaque grab pass which does the same thing for blurring. though it is still a little tricky
    you can though also adjust mipmaps of textures such as render texture to help reduce the blur samples while maintaining a good looking blur

  • @demonkey6997
    @demonkey6997 3 года назад

    Great tutorial , thank you

  • @saadsarnaik
    @saadsarnaik 4 года назад +1

    12:17 lol! Also, excellent tutorial as always!

  • @pimpace
    @pimpace 4 года назад

    Keep it up Mate! Definitely would be awesome if you found a solution about blur panel via URP!

  • @antonvibaek
    @antonvibaek 4 года назад

    amazing video as always :)

  • @MaksMikhnevych
    @MaksMikhnevych 4 года назад

    awesome, mate, keep it up!

  • @raptorswire7212
    @raptorswire7212 4 года назад

    finally a GREAT explanation how layouts work. Before I couldn't understand sh*t :D

  • @Copybook
    @Copybook 2 года назад

    I don't remember how many developers have recommended the video "Understanding Colors" by Blender Guru. He is a great artist

  • @lucas.p.f
    @lucas.p.f 4 года назад

    Keep up the great work!!!

  • @diegomendes1998
    @diegomendes1998 4 года назад

    The Grid Layout Group is so good!

  • @ozoz2448
    @ozoz2448 Год назад

    Thank you for this great video. A bit fast but very very usefull.

  • @jhummelgaard9310
    @jhummelgaard9310 3 года назад

    I love your fun comments. Making Unity UI fun to learn must be some challenge!