Unity3d NGUI usage (1) (plug-in parameter description and usage)

Source: Internet
Author: User

The ngui I use is 3.5.4, And the Unity3d version is 4.3.4f.

Download NGUI, which is a cracked version for learning. If it is commercially available, please support genuine


Plugin Import

1. Import NGUI. Double-click NGUI Next-Gen UI v3.5.4.unitypackage to import all resources.

2. When NGUI appears in the menu bar, the current import is complete.

3. Click NGUI-Create-Widget to Create a UI Root-Camera-Container in the current window.

UI Root: a 2d UI container. The options in the container are very important, as shown in figure


Among them, Scaling Style (Scaling type, including three)

A. PixelPerfect: pixel first, indicating rendering based on the original image size

B. FixedSize: fixed the size and scaled Based on the camera size.

C. FixedSizeOnMobiles: resize the current image on a mobile device to fit all mobile devices.

Minimum Height-Minimum Height of the UI Root

Maximun Height-maximum Height of UI Root

Shrink Portrait UI-scaling the Portrait UI (UI is scaled when the mobile phone is switched to the Portrait)

Adjust by DPI-use pixels to adapt to the UI

By default, we add a Panel and a static Rigid Body (to respond to events)

Camera:


Clear Flags: the background of the camera projection, including SkyBox, SoidColor, Depth Only, Don't Clear. The options correspond to different settings.

Culling Mask: Camera Mask

Projection: Camera Projection, divided into orthogonal (Orthographic), fixed visible area, and Perspective (Perspective)

Size: the Size of the orthogonal camera.

Clipping Planes: Camera cut size

Viewport Rect: the size of the camera preview window

Depth: the Depth of the camera. 0 indicates the top layer.

Rendering Path: the Rendering Path, which affects the image quality. It is generally related to the platform.

Target Texture: Projection Texture of the camera

Occlusion Culling: Occlusion Removal (when the object is not within the camera's visible range, no rendering is performed)

HDR: highlight Rendering


UICamera (Script ):


Event Type: RESPONSE Event Type. UI (NGUI events, World events in game, And Unity2d events in Unity GUi)

Event Mask: When a button is clicked, only the Event of the current button is returned, and the lower button is not affected.

Debug:

Allow Multi Touch: whether Multi-Touch is supported. If the game is not needed, select a different one.

Sticky Tooltip: Tooltip

Tooltip Delay: Delay prompt

Raycast Range: ray detection Range

Event Sources: Event Source

Thresholds (parallax, indicating the execution delay ):

Axes and Keys: axial and button, which encapsulates the use of Xbox, PS3, and other controllers


Container: component inner


Alpha: Transparency

Povot: center point

Depth: rendering level

Dimensions: Density

Aspect Ration: linear cut ratio

Anchor: Anchor

The above is a detailed description of the parameters, which are used below. When encountering parameters, I will also introduce them:

Click NGUI-Open-Widget-Wizard to Open a component option panel.


Atlas: texture set for static Fonts

Font: Font

Template: Template. All widgets are selected here.

Color: font Color

Add To: To which container To Add

In this simple way, you can see that a label and tag parameter have been added to the container. continue to the next article.


Unity3d NGUI usage (1) (plug-in parameter description and usage)

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