This randomly came up in my feed and boy is it helpful, you've completely helped adjust my game UI. Thank you! One thing to note, there are some parts you went a little too fast on and somethings missing (although I'm new so to more experienced people maybe they were obvious?) like the stretch on the rect transform only being available if the parent object has it and it needs to be on a Canvas. I know those may sound dumb, but I'm very new and if I watched this video 8 weeks ago I wouldn't have been able to make those adjustments.
There’s a vid I’ve got about setting yourself up, called the first UI tutorial you’ll need. That’s where I go through all the basics. I’m so glad this helped, I’ll setup a discord to get professional feedback on your UI soon and I’ll send the link here :)
UI was something I couldn't get a handle on for any of my beginner projects, this gives me a bit more confidence in figuring it out. Now I just gotta figure out how to make it respond to the game itself lol
Hey! Loved this video. Extremely useful for me, as I'm just starting and psyching myself out thinking about all the complex stuff, so something nice and simple is a welcome change of pace.
@@maximtsai1856 oooh you could communicate it a bunch of ways. But a light red border that has a grunge texture on it in photoshop would be my go. Make it feel dirty and used.
Great video! I have a question, I tried doing something like this before, but when I change the size of the UI, the border will stretch or shrink depending on how wide it is, so the left/right edges get thicker or thinner if I stretch it out wide or narrow, how come that didn't happen here?
You have to apply 9-slicing to the sprite (1:30). Then, in the Image component, you select the "Sliced" Image Type. And make sure you're not using scale to adjust the size - use the rect properties instead.
or you could use UI Toolkit and set the border property, it uses USS and UXML which are based on CSS and HTML and also has the same container system and editor UI Figma has
This randomly came up in my feed and boy is it helpful, you've completely helped adjust my game UI. Thank you!
One thing to note, there are some parts you went a little too fast on and somethings missing (although I'm new so to more experienced people maybe they were obvious?) like the stretch on the rect transform only being available if the parent object has it and it needs to be on a Canvas. I know those may sound dumb, but I'm very new and if I watched this video 8 weeks ago I wouldn't have been able to make those adjustments.
There’s a vid I’ve got about setting yourself up, called the first UI tutorial you’ll need. That’s where I go through all the basics.
I’m so glad this helped, I’ll setup a discord to get professional feedback on your UI soon and I’ll send the link here :)
UI was something I couldn't get a handle on for any of my beginner projects, this gives me a bit more confidence in figuring it out. Now I just gotta figure out how to make it respond to the game itself lol
Great video, very informative
Hey! Loved this video. Extremely useful for me, as I'm just starting and psyching myself out thinking about all the complex stuff, so something nice and simple is a welcome change of pace.
All about reducing that cognitive load, right? Doing this is easier than facing a blank page.
Very cool, I had never even noticed borders - and now I’ll be looking out for them always
This is a great tutorial, hope more people will find your content!
Thanks! Me too.
Also keep your images to powers of two for best quality AND best compression (Almost all of the time)!
1,2,4,8,16,32,64,128,256,etc.
@@not_unlike_games that’s a GREAT shout actually! I knew it was about quality but I forgot about compression! Cheers.
What kind of border would you recommend for a horror game?
@@maximtsai1856 oooh you could communicate it a bunch of ways. But a light red border that has a grunge texture on it in photoshop would be my go. Make it feel dirty and used.
Great video!
I have a question, I tried doing something like this before, but when I change the size of the UI, the border will stretch or shrink depending on how wide it is, so the left/right edges get thicker or thinner if I stretch it out wide or narrow, how come that didn't happen here?
You have to apply 9-slicing to the sprite (1:30). Then, in the Image component, you select the "Sliced" Image Type. And make sure you're not using scale to adjust the size - use the rect properties instead.
@@Paul-to1nb thank you bro!!!
or you could use UI Toolkit and set the border property, it uses USS and UXML which are based on CSS and HTML and also has the same container system and editor UI Figma has
Definitely does. A little weak on the world space UI for now but I can’t wait for them to implement it.
@DarkDesignUI Yeah they should add world space, it'd be nice
Thats cool, great video.
Just a question, what is the difference between full rect and tight in sprite /2D image configs?
Full rect makes sliced images look good, and tight is used for static stand alone images that are clamped.