I firmly believe this is arguably one of the most important things you need to understand when designing your UI - If you don't use Anchor points when designing, you really run the risk of people with different screen sizes not being able to see the UI properly -
Great video on anchor points, I use those in Godot Engine UI creation as well. The next step is having the font or media scaling with it as well proportionally.
How do you balance using anchor points, but not overusing the canvas panel? The UE documentation says that the canvas panel is expensive and to use them sparingly.
This info is so useful that this is one of those rare instances where I'd like the video to be longer! I'd love to see a longer deep dive into UI stuff. Either way though, great job on this one, and thank you!
Dude. Thank you. I love that you are so quick and just spit out all the information we need. I don't have time to sit and watch 15-30 min videos on simple things. Love these videos!
Anchors have been a massive struggle for me every since I started doing game dev, and I never fully grasped explanations on how they actually worked, until now. Thank you!!
Back in the day when GUIs were new, it was amazing how many GUI libraries didn't have the concepts of anchors, and if you wanted to do something like that, you had to write code to resize all your buttons to match how you wanted them to look.
Is there a way to snap the anchor point to the center of the button, or do you always have to eyeball it or manually calculate it? Even better if you could do it in such a way that it would stay centered if the button's dimensions were later changed. Also, is there a way to have different behaviors at different thresholds? For example, growing to a maximum size at most, or staying a fixed distance from the edge unless it would be more than some distance from the center?
I firmly believe this is arguably one of the most important things you need to understand when designing your UI - If you don't use Anchor points when designing, you really run the risk of people with different screen sizes not being able to see the UI properly -
Great video on anchor points, I use those in Godot Engine UI creation as well. The next step is having the font or media scaling with it as well proportionally.
How do you balance using anchor points, but not overusing the canvas panel? The UE documentation says that the canvas panel is expensive and to use them sparingly.
@@xXESproductionsXx yuhp, he's just in it for de moneh
This info is so useful that this is one of those rare instances where I'd like the video to be longer! I'd love to see a longer deep dive into UI stuff. Either way though, great job on this one, and thank you!
Dude. Thank you. I love that you are so quick and just spit out all the information we need. I don't have time to sit and watch 15-30 min videos on simple things. Love these videos!
Anchors have been a massive struggle for me every since I started doing game dev, and I never fully grasped explanations on how they actually worked, until now. Thank you!!
I have seen so many videos on UI and not a single person ever described them like this. Thank you! I learned a ton in 3min.
Back in the day when GUIs were new, it was amazing how many GUI libraries didn't have the concepts of anchors, and if you wanted to do something like that, you had to write code to resize all your buttons to match how you wanted them to look.
I know.... it's crazy how optimized the tools are now - lol
Thank you..... nobody makes vids like you champ! Forever grateful
Thank you, sir. I was confused and frustrated about my widgets shifting position depending on the screen size. And this solved the issue. Awesome.
Useful and to the point.
Liked and subscribed.
Thank you!
Love your work man!!!
I love these videos bro really thanks!
Is there a way to snap the anchor point to the center of the button, or do you always have to eyeball it or manually calculate it? Even better if you could do it in such a way that it would stay centered if the button's dimensions were later changed.
Also, is there a way to have different behaviors at different thresholds? For example, growing to a maximum size at most, or staying a fixed distance from the edge unless it would be more than some distance from the center?
what if you have all your buttons (or other elements) in a container? Like a vertical container?
Finally, I understand
Great Guide, thank you for sharing.
Thank you so much!
How do you fit text inside button to behave similar to button?
Been using Unreal for years, only to now learn that you can drag/preview the aspect ratio 😅
thank you :)
nice!
don't worry about anchor points, use overlays instead
Algo !
im a newbie trying to learn these things and I almost cried at 1:48
Use Overlays
unfortunately we shouldn't stack multiple canvas
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Algorithm