Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
2
Question by Aggressor · May 08, 2015 at 06:37 AM · uiguicanvasngui

Use Unity UI For 2D Games Or Custom Objects Instead?

I loved the new UI for 3D games.

However I have started my first 2D game, and I am at a cross road. Is it worth using the Unity GUI for a 2D game or would I be better off just making all the sprites myself and rendering it directly in the game world instead of worrying about the canvas and such?

Since its a 2D game, I don't need to worry about the UI being rendered by a special camera fixed on a Canvas object. My game camera isnt moving so a button in the world space is the same as a button in the canvas space.

If you are a 2D wizard and have used the new Unity GUI or made your own UI instead I'd love to hear if you think using the Unity GUI is better for fixed camera 2D games.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
4

Answer by moghes · May 08, 2015 at 11:35 AM

Just like zeppike mentioned, a memory card game is fine to do with new UI.

When you create a canvas, look at the size of the Canvas how its huge which means whenver you have to apply physics rules to your game you will get strange results (remember UI is for UI).

For example test how slowly a rigidbody falls or collision react, you need to have strange values when using AddForce ..etc so the answer is NO if you have any physics applied to your game.

Any puzzle,grid, memory,card games or quiz games are fine and sometimes better to do it with the new UI.

So think of your game if its more like a UI or an actual game and take your desicsions upon.

Hope it helps.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Aggressor · May 09, 2015 at 02:20 AM 0
Share

I think Ill try using a fixed space UI for the game overlay, and give objects in the game a canvas of their own for interaction options.

avatar image moghes · May 09, 2015 at 01:43 PM 0
Share

You can also have multiple canvas-es. For example if you have a memory-game, you can separate them into 2 canvases.For UI like Healthbar, menu-s ..etc I found the scale mode to be "Scale with Screen Size".

avatar image moghes · May 09, 2015 at 01:44 PM 0
Share

If the answer answered your question, please don't forget to accept as a correct answer.

avatar image
1

Answer by zeppike · May 08, 2015 at 08:15 AM

I have already done a game with the new UI. It was a memory game with cards. For me the layout system helped a lot, but on some point I wished I have done it on the in the gameword. It is quite a mess when you want to position object on top of each other. It is also quite hard to work with canvas positions. All together I would recomend the UI system, for very basic games. It is quite a pain when you try to achive more than planned with preset layouts for example. For a side scroller, or shooter, or basically anithing more complex than solitery I would still use the gamespace.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

[VR] How to display a canvas with Oculus 5 Answers

Good way to scale 3D GameObjects in a Canvas (Screen Space - Camera)? 1 Answer

Custom Dropdown Sorting Order problem 2 Answers

Unity 4.6 adding a Canvas Text onto a gameobject prefab?? -1 Answers

UI with no Ztest appearing behind geometry when masked. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges