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Unity 3D UI Essentials by Simon Jackson

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Chapter 5. Screen Space, World Space, and the Camera

So far, we have dealt with flat-style UIs; just take this and draw it there, scale, manage input, done. Granted, the new UI and layout controls make it a lot easier to get going (the placement and anchoring alone save you tons of time), but this is the future, so what else has the UI got for me?

As with any modern UI, your controls and drawing need to work with perspective within a 3D environment. Every game or title is looking to get deeper into the game world and get the player more involved, whether that's TV screens, more engaging menus, or third-person UX that is bound to game characters (such as Dead Space with its 3D inventory—http://bit.ly/DeadSpaceUIExamples).

In this chapter, we aim ...

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