Each time I watch one of your tutorials, most of what you're saying actually sticks and makes sense. Watch, follow, and take notes. These tutorials will seriously level up your Game Dev Skills and understanding. Thank you brandon!
Thanks! I basically managed to do a fully fledged basic menu with everything I needed just watching the video. As always super useful! We can perhaps avoid the casting "as Button>" by using the syntax: "Q("selector")"
Great video, however for those who don't know yet, Unity Developed a binding system for the UI Toolkit. Yes, you don't need anymore code telling which text gonna show what, which button gonna do what, etc. Is just drag and drop. Video link: th-cam.com/video/HQ0TmO8ZA4o/w-d-xo.htmlsi=8ieYa3i-O0RjdE9V
Great tutorial, you're pleasingly fast yet explain everything in painstaking detail. I wouldn't mind seeing more and more advanced tutorials from you Brandon as you level up yourself, you're great at passing the knowledge on!
Whats the point having all buttons register to the same event? Why is not a single ui toolkit video showing/explaining how to actually do ui and open and close new windows and popups (when pressing the options button for example). No one does this.....
I'm surprised you packed that all into such a short (haha "short") video. I've been hesitant to use UI Toolkit after seeing it used in the Happy Harvest, but this made it look really easy, especially when you use your own sprites and make use of the USS style sheets and transitions (that was SO cool for such little work). Great job again Brandon. Lovin the videos, hope you guys are making it with TH-cam, you're killin it!
As someone who actually likes the Unity UI System, I think this is worse. Is it more intuitive... yes, does it have features I wish the UI System had... yes, but is it faster to make stuff... absolutely not. I love that I can create my menus and drag and drop events (even changing them in play mode without needing to recompile) and get everything set up in MERE MINUTES, and I don't see the UI Toolkit giving me that ability. Having to individually subscribe buttons to events feels odd, and also seems less efficient, since the UI System doesn't need to do that processing on Awake or Start, since the EventTrigger and OnClick() event already have that "baked" into them before the game even starts. Great tutorial tho, I definitely learned a whole lot more (and faster) than fumbling around and trying to figure it out
Another great tutorial. Very useful overview for helping decide whether you might want to use this feature or not. I had heard name name 'UI Toolkit', but that was about it. It looks like WPF and the way it uses XSLT. I have UI on my 3D objects, and it looks like Unity still recommends uGUI for that. But this might make sense for the menu. Another complicated new system to learn, and I still haven't gotten the hang of thew new input system yet.
The moment you said USS and I see that's basically a CSS...I was like THANK GOD! Not in the sense that I love CSS.....it's annoying as heck...but at least I don't need to learn a styles system...it's something that I understand
Just curious: why is it a good practice to unregister an event OnDisable when you registered it in Awake? Your button becomes unusable as soon as you disable the menu.
Thank you! This is a really well structured tutorial. Brief but more than enough to start using UI toolkit. Can you recommend or do you know if it is safe to start using this for WebGL?
as a fullstack web developer I'm so happy that I can use my knowledge on unity 🥰 Last time I got happy like this was the time I realize I could style gtk windows with css lol ty for your content, +1 sub :)
This is amazing and easy to understand. If I want to animate it at certain events, let's say at scene start. or maybe if I want to make the options menu pop up when pressed, do I make this animation using the transitions you mentioned or is there a way to use the unity animator? if the transitions can do it then it's probably easier and gives more control.
types hover for button 'hover' functionality that works for a childs 3 button cellphone game but if you have Jane's Longbow 2 (imagine typing hover for 60+buttons)... 24years since I forgot visual basic...
I created a whole new project. When I follow the first 5 minutes of the tutorial up to the point showing the labels in the game view the first time; I can see the labels, too. But they are not on a background, instead I can see the 3D scene. Even if I manually add a background color to the canvas in the UI Builder (where it is displayed, but not in the game itself). Did I miss something?
How do you get the UIDocument to render the UI in the sceneview? Even if I start up a new project and follow these steps, the UI only renders in the Game/Simulator view for me. In the Scene view, it's invisible... I also checked to make sure that the UI layer is visible, and scene view is on. Furthermore, I'm using the UnityDefaultRuntimeTheme for my panel settings. Why doesn't it show up?!
Im working on a Unity project for more than 3 years now and i cannot believe i never heard about UI Toolkit (it is for sure not a lack of youtube procrastination on my side...). Is it my bad or is Unity never talking about it ? Thank you for the video though :)
No. Unreal Engine, Unity is not even close to what Unreal has to offer. But yes, I would prefer Godot every day before Unity. What you ultimate have to face, is that the Unity fanboys will never leave Unity - sad@@danielmisra2912
as someone who learned godot and unreal b4 unity and really had a "phobia" from it can confirm unity is defo a great engine its just they had stoopids dumahhs in charge in many situations it would be better than godot and surely miles ahead of unreal in 2d
Great video. This is the best UIToolkit intro I've seen. And I now realize that CSS and its relatives will haunt me until the day I log off.
Each time I watch one of your tutorials, most of what you're saying actually sticks and makes sense. Watch, follow, and take notes. These tutorials will seriously level up your Game Dev Skills and understanding. Thank you brandon!
Great tutorial! I didn't even know about the new UI system until now
Thanks! I basically managed to do a fully fledged basic menu with everything I needed just watching the video. As always super useful! We can perhaps avoid the casting "as Button>" by using the syntax: "Q("selector")"
Great video, however for those who don't know yet, Unity Developed a binding system for the UI Toolkit. Yes, you don't need anymore code telling which text gonna show what, which button gonna do what, etc. Is just drag and drop. Video link: th-cam.com/video/HQ0TmO8ZA4o/w-d-xo.htmlsi=8ieYa3i-O0RjdE9V
Great tutorial, you're pleasingly fast yet explain everything in painstaking detail. I wouldn't mind seeing more and more advanced tutorials from you Brandon as you level up yourself, you're great at passing the knowledge on!
Better then most tutorials out here!
Much Love from Sweden!
Thanks. This helped me a lot in moving from the legacy UI system to the UI toolkit.
Nice! Do more of this UIToolkit please 🥺
Whats the point having all buttons register to the same event?
Why is not a single ui toolkit video showing/explaining how to actually do ui and open and close new windows and popups (when pressing the options button for example).
No one does this.....
Excellent info. Concise, informative, easy to digest ;-)
More about it, please.
I'm surprised you packed that all into such a short (haha "short") video. I've been hesitant to use UI Toolkit after seeing it used in the Happy Harvest, but this made it look really easy, especially when you use your own sprites and make use of the USS style sheets and transitions (that was SO cool for such little work). Great job again Brandon. Lovin the videos, hope you guys are making it with TH-cam, you're killin it!
Thanks a lot! I really hated making the UI with the default UI system. That won't be a problem anymore :)
Just what I was looking for!
As someone who actually likes the Unity UI System, I think this is worse. Is it more intuitive... yes, does it have features I wish the UI System had... yes, but is it faster to make stuff... absolutely not. I love that I can create my menus and drag and drop events (even changing them in play mode without needing to recompile) and get everything set up in MERE MINUTES, and I don't see the UI Toolkit giving me that ability. Having to individually subscribe buttons to events feels odd, and also seems less efficient, since the UI System doesn't need to do that processing on Awake or Start, since the EventTrigger and OnClick() event already have that "baked" into them before the game even starts.
Great tutorial tho, I definitely learned a whole lot more (and faster) than fumbling around and trying to figure it out
Thank you so much, such a great tutorial
Just what I needed for a quick tech demo. Thanks!
Holy sht I had no idea this existed
Another great tutorial. Very useful overview for helping decide whether you might want to use this feature or not. I had heard name name 'UI Toolkit', but that was about it. It looks like WPF and the way it uses XSLT. I have UI on my 3D objects, and it looks like Unity still recommends uGUI for that. But this might make sense for the menu. Another complicated new system to learn, and I still haven't gotten the hang of thew new input system yet.
The moment you said USS and I see that's basically a CSS...I was like THANK GOD! Not in the sense that I love CSS.....it's annoying as heck...but at least I don't need to learn a styles system...it's something that I understand
Is UI Toolkit only for Screen Space Overlay? Aren't there any way to use for World Space?
Just curious: why is it a good practice to unregister an event OnDisable when you registered it in Awake? Your button becomes unusable as soon as you disable the menu.
Are magic strings the only way to interact with the ui builder via c#?
Great video!
Thank you! This is a really well structured tutorial. Brief but more than enough to start using UI toolkit. Can you recommend or do you know if it is safe to start using this for WebGL?
precise and neat.
It's a real shame that this tool didn't come out since day one in unity....it would have been way more easier for us old coders! 😅
as a fullstack web developer I'm so happy that I can use my knowledge on unity 🥰
Last time I got happy like this was the time I realize I could style gtk windows with css lol
ty for your content, +1 sub :)
Can you please do a tutorial on popup windows over already existing UI in UI toolkit?
a great starter tutorial!
Awesome!
Thanks man!
This is amazing and easy to understand.
If I want to animate it at certain events, let's say at scene start.
or maybe if I want to make the options menu pop up when pressed, do I make this animation using the transitions you mentioned or is there a way to use the unity animator?
if the transitions can do it then it's probably easier and gives more control.
Great video, any chance you'll make a video about using using the new system to make a custominspector?
just released that today actually!
@@sasquatchbgames King, I will watch immediately, thank you for your work, truly inspiring.
Nice tutorial. Thank you 🙂
your keyboard keystrokes are awsome, which brand model was it? nice tutorials.
types hover for button 'hover' functionality that works for a childs 3 button cellphone game but if you have Jane's Longbow 2 (imagine typing hover for 60+buttons)... 24years since I forgot visual basic...
You're awesome teller. Thank you dude.
I created a whole new project. When I follow the first 5 minutes of the tutorial up to the point showing the labels in the game view the first time; I can see the labels, too. But they are not on a background, instead I can see the 3D scene. Even if I manually add a background color to the canvas in the UI Builder (where it is displayed, but not in the game itself). Did I miss something?
Can you show us all of the actions and the bindings on every one at 8:17? Like how did you make all of those?
This is very helpful
Dont understand how works the new UI. I added a Progress bar and i cant modify any of the style properties of the child objects, all are greyed out
How do you get the UIDocument to render the UI in the sceneview? Even if I start up a new project and follow these steps, the UI only renders in the Game/Simulator view for me. In the Scene view, it's invisible... I also checked to make sure that the UI layer is visible, and scene view is on. Furthermore, I'm using the UnityDefaultRuntimeTheme for my panel settings. Why doesn't it show up?!
perfect tyvm
Блин, я в наушниках испугался звука на 6:40 )) подумал на секунду, что шмель в левое ухо прилетел
Im working on a Unity project for more than 3 years now and i cannot believe i never heard about UI Toolkit (it is for sure not a lack of youtube procrastination on my side...).
Is it my bad or is Unity never talking about it ?
Thank you for the video though :)
can you make videos for tabs and inputtext ?
Would this work with Netcode for gameobjects?
is anyone knows how to change the scene if we click the play button in ui toolkit ?
Getting buttons by strings...
Please no. It looks like vanilla JavaScript +css from 2008. It’s still better than default unity ui system but it’s still so ugly 😢😢😢
To be honest I don't think it's better.
@@Tymon0000 yeah. You’re right. Considering the fact that we can’t use world space with it makes it 60% worse than it could be as well
Do I need to be Chinese to access it??
First
Imagine still using Unity haha. It has no future and basically a waste of time using.
gotta love the godot fanboys ^^
No. Unreal Engine, Unity is not even close to what Unreal has to offer. But yes, I would prefer Godot every day before Unity. What you ultimate have to face, is that the Unity fanboys will never leave Unity - sad@@danielmisra2912
Imagine being such a useless tool as to wholly disrespect others' years of training and knowledge of a useful tool.
as someone who learned godot and unreal b4 unity and really had a "phobia" from it can confirm unity is defo a great engine its just they had stoopids dumahhs in charge in many situations it would be better than godot and surely miles ahead of unreal in 2d