Clean Menu – 1.0.3

INTRODUCTION
1.1 GETTING STARTED
1.2 EVENT SYSTEM
2.1 CUSTOMIZATION
2.2 ADJUSTING ANIMATIONS
2.3 SWITCHING ANIMATIONS
3.1 LOADING SCENES
4.1 TIPS

 

INTRODUCTION

The SlimUI – Clean Menu Asset is a complete solution for quick and easy implementation of UI using Unity’s UGUI System + Text Mesh Pro. It has been optimized for Unity 2018.2.6+ and properly set up to scale for various screen resolutions.

 

1.1 GETTING STARTED

Everything in a game scene using the solution can be found on the Canvas titled “Canvas_MouseControl” or “Canvas_KeyboardControl.” Any audio sources, or scripts are on the main parent object so in order to use the solution all you have to do is copy and paste it in any scene and it will work without any changes needed!

1.2 EVENT SYSTEM

For the ‘EventSystem’ game object required to make any UI menu’s responsive in Unity, you can assign the
button that you would like to have first selected by filling the “First Selected” slot on the ‘EventSystem’
game object.

2.1 CUSTOMIZATION

To build your own menu, simply drag and drop the ‘Template’ prefab into the scene and you will see 3 custom buttons. Change the ‘Text’ strings to your liking and position the ‘ArrowMain’ UI Element to be outside the range of the text. The arrow marks the end of the text and the highlight effect, so wherever you position the arrow will affect the highlight overlay.

2.2 ADJUSTING ANIMATIONS

The speed of the highlight bar can be adjusted easily. Select the Button Style from the “Buttons” folder that you want to edit and click the transition arrows. Adjusting the “Transition Duration (s)” value will change the amount of time it takes for that animation to be completely loaded when a button is highlighted or defaulted.

 

2.3 SWITCHING ANIMATIONS

You can switch the style of the button’s highlights by changing the Animator component’s linking to one of the other MenuButtonStyleX Animators.

 

3.1 LOADING SCENES

Changing the scene that loads on New Game is very simple. Just select the parent object of the Prefab Canvas that you are using, and at the bottom of the UIManager inspector, change the “New Scene Name” string to the scene name in your build settings that you want to load.

 

4.1 TIPS

Every variable has a tooltip describing it’s function, so you don’t have to guess what each variable is for!

Just hover over the variable to see it’s description.

For programmers, the code has been documented to ensure adjusting code is quick and easy. Most of the UI functions and navigation are handled through Unity’s navigation and not through code to minimalize the code that is needed.

NOTE* The volume level and first time check are being saved as PlayerPref values. You can change it if you
want to! That is just my default.

NOTE* If you want to change the colors of all the UI you can do so freely! All the animations only control the
alpha value and no RGB, which means if you change the colors it won’t try to change them back!

Have a suggestion to improve the documentation or package?

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