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Unity UI Screenshots

Discussion in 'UGUI & TextMesh Pro' started by Tim-C, Sep 22, 2014.

  1. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,225
    Hi!

    Are you making something cool with the new UI? We would love to see the kind of things you are creating with the beta. This gives us an idea about what you are using it for, and helps us focus our efforts on the areas that are important to you right now! In a few weeks we will be asking for your feedback on where you would like to see the new UI go next, but this thread is not for that :)

    Please post some pictures / videos of things you have done with the new UI and a short description. This thread isn't for discussion of how something was done (if you are curious message the person that did the cool thing and get them to create a thread or post in the UI scripts thread).

    I look forward to seeing your cool UI's!
     
  2. Slev

    Slev

    Joined:
    Sep 8, 2012
    Posts:
    148
    None of these are very good, but they work... I'm linking to the playable versions since aesthetically they do nothing.

    I'm not overly happy with any of it, but it's a debugging UI, so it works: dlawre14.github.io (the last link on that page is the most interesting...)
     
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  3. Baroni

    Baroni

    Joined:
    Aug 20, 2010
    Posts:
    3,263
    Hi Tim :)

    We recently integrated the new UI in our Simple IAP System asset (switched over from NGUI). It uses menu transitions (by using Mecanim controllers), Scroll Rects and UI prefabs. But the most important part is dynamic content by using these UI prefabs, instantiating them within Scroll Rects and populating them (labels, icons, etc.) at runtime. Users enter their IAP data in an editor window, specify a UI prefab and the rest is done automagically.



    Integrating it has been a joy, I'm really looking forward to the final release of 4.6. Keep it up!
     
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  4. IntDev

    IntDev

    Joined:
    Jan 14, 2013
    Posts:
    152
    We are converting our project Fairies vs Darklings to the new UI system. In this video, 95% of what you see is using the new system. Unfortunately, the gem board was not converted yet, so in the in-game scene there isn't much to see.

     
  5. TroyDavis

    TroyDavis

    Joined:
    Mar 27, 2013
    Posts:
    78
    Currently in development Revolution Earth by Delinquent Game Studios.


     
  6. rakkarage

    rakkarage

    Joined:
    Feb 3, 2014
    Posts:
    683
  7. ChimeraSW

    ChimeraSW

    Joined:
    Jul 24, 2013
    Posts:
    28
    Remember to up the quality to 1080p :)



    PlanetUnity is an XML driven architecture for utilizing the new uGUI introduced in Unity 4.6.

    The video shows a web demo of Unity web player combined with the Ace JS code editor. When the code is changed, the XML is reloaded in PlanetUnity immediately.

    PlanetUnity has support for most of the uGUI supplied controls; it also provides a solid foundation for easily adding custom controls, and easily using those controls (see the end which shows a Table view implementation).

    Transcript of what's shown:
    - Modify the value of a Text
    - Modify the color of a Color
    - Adjust the alignment of a Text
    - Add a new Color
    - Use the @eval() processor to mathematically specify the bounds
    - Add various buttons, the click routes back to the Javascript and pops and alert
    - Shows RawImage and Image (Sprite) support
    - Shows ScrollRect with a bunch of images in it
    - Grid Layout Group
    - Changed the anchors to strecth,stretch, resized the view to show the responsive layout
    - Added a Table, which is table view which supports dynamic cells, multiple cell row heights and sticky table headers.






    Working on porting Starbase Orion to Unity (as part of building Starbase Orion 2). This particular project is Starbase Orion Replays, which allows players of SO to spectate completed games in order to glean tactical and strategic information post-game. Everything you see is built using the new uGUI in Unity 4.6, using PlanetUnity.

    Of particular note:
    - The map view on the left is in a ScrollRect, and scrolls nicely without many modifications.
    - The Table on the right grows and shrinks in response to changing content. The playback controls is a sticky table header.
    - The entire Unity web player resized when the window is resized, and the UI is responsive to the web player size changes.
    - The game connecting to our SmartFox server which drives the multiplayer for Starbase Orion.



    https://github.com/SmallPlanetUnity/PlanetUnity2
    https://itunes.apple.com/us/app/starbase-orion/id438375580?mt=8
    http://chimerasw.com/starbaseorion/forums/index.php
     
  8. Tim-C

    Tim-C

    Unity Technologies

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    Feb 6, 2010
    Posts:
    2,225
    That XML system is super awesome. Niiiice work :)
     
  9. nventimiglia

    nventimiglia

    Joined:
    Sep 20, 2011
    Posts:
    153
    Foundation uses the new uGUI.

    • Localization with built in translation
    • Databinding to controllers or viewmodels
    • Support for interfaces, clr objects, observable objects or monobehaviours
    • Complete multiplayer Lobby UI with game selection (ect)
    • Complete Account UI with signup / sign in (ect)
    • Async Task library with support for co-routines with return parameters or running actions in background threads
    • Includes LITJson
    • HTTPRest client with support for all HTTP verbs
    Links
     
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  10. Aedous

    Aedous

    Joined:
    Jun 20, 2009
    Posts:
    244
    That is really cool! instantly caught my eye when i saw it.

    Reworked the UI using the new GUI tools, I have to say it works better than I expected :)

     
    Last edited: Sep 26, 2014
    baguwka, konsnos, Tim-C and 1 other person like this.
  11. melkior

    melkior

    Joined:
    Jul 20, 2013
    Posts:
    199
    I'm using the new UI to develop my RPG , the player HUD bars are skinned but all the rest uses default sprites as I'm still working on them and havent figured out how I want it to look and feel yet.

    Main play screen with player HUD bars:


    Race selection screen in the character creation sequence:


    character creation overview screen - you can add/remove and review some basic info here



    character naming and portrait selection; havent made the portraits yet, and in fact I dont know how to add a list of portraits yet so its just a big placeholder image at the moment! :)



    In game level editor I just started on so very rough



    Sorry not sure how to do thumbnails on this kind of forum if these are too big let me know I'll use hyperlinks instead??

    I've largely found the new UI pretty quick and easy to deal with and prototyping is pretty fast.

    Some of the advanced stuff wasn't documented at first or hard to find .. like Layout stuff.. I had no idea where that was or it existed until I saw someone mention it on the beta forums here but now that I've found that its a life saver! :)
     
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  12. Slev

    Slev

    Joined:
    Sep 8, 2012
    Posts:
    148
    Love the random dungeon generator, reminds me of my own generator for a project.
     
  13. melkior

    melkior

    Joined:
    Jul 20, 2013
    Posts:
    199
    Thank you Slev! It is actually not random though ; the sliders let you set the dimensions of the dungeon, and then you use a carve tool to carve the dungeon you want. Then in the bottom right is a detail inspector where you can tweak some of the attributes (change a wall to a shelved wall, change a floor to a pit etc).
     
  14. Epictickle

    Epictickle

    Joined:
    Aug 12, 2012
    Posts:
    431
    Mine is nowhere near as great as some of the others posted on here, but I'll give it a shot. xP This is my first-ever attempt at making a full GUI from scratch.. I've never done it before in my life lol, but I think I did okay... Everything you see was hand-made by me, except for the animation. I have the consent of the original creator to use it in my file. If I ever release a full-fledged game with it, I'll probably change the animation to something I created myself as well.. I'm thinking of releasing the entire pack on the asset store. Everything is prefabbed up and ready to go out of the box.. Leave me some feedback and let me know if this is something you would pick up from the store.. Enough votes for it and I'll throw it on there.



    The Full GUI is below... I should probably lose a bit of thickness on the sliders and handles, but other than that it looks pretty good. Still a bit of work to do, though.

    upload_2014-9-25_15-12-7.png

    Also, can you tell that the red X is a toggle? I think I'm just being too critical on myself... I tend to do that lol.. Just give me some feedback on it and I'll fix whatever I can... xP
     
    Last edited: Sep 25, 2014
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  15. SnowCat

    SnowCat

    Joined:
    May 27, 2013
    Posts:
    5
    My project have some skill buttons with cool down effect as this:
    CoolDownButton.png
    I can use 2 image to build it: gray and color image and make color image with fill property. But it's doubled render calls. So I made a shader and a script which inherit from BaseVertexEffect.
    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.UI;
    3. using System.Collections;
    4. using System.Collections.Generic;
    5.  
    6. [RequireComponent(typeof(UnityEngine.UI.Image))]
    7. public class GrayImage : BaseVertexEffect {
    8.     [Range(0,1)]
    9.     public float fill;
    10.     //public Color grayColor = Color.white;
    11.     [Range(0,1)]
    12.     public float grayScale = 0.7f;
    13.     public Shader grayscaleShader;
    14.     [System.Serializable]
    15.     public enum FillDirection
    16.     {
    17.         BottomTop,
    18.         TopBottom,
    19.         LeftRight,
    20.         RightLeft,
    21.     }
    22.     public FillDirection fillDirection;
    23.     UnityEngine.UI.Image image;
    24.  
    25.     // Use this for initialization
    26.     protected override void Start () {
    27.         image = GetComponent<UnityEngine.UI.Image>();
    28.         image.material = new Material( grayscaleShader );
    29.     }
    30.    
    31.     // Update is called once per frame
    32.     void Update () {
    33.         image.material.SetFloat("_Fill", fill );
    34. //        image.material.SetColor("_GrayColor", grayColor );
    35.         image.material.SetFloat("_GrayScale", grayScale );
    36.     }
    37.  
    38.     public override void ModifyVertices (List<UIVertex> verts)
    39.     {
    40.         if (!this.IsActive ())
    41.         {
    42.             return;
    43.         }
    44.         float min = float.MaxValue;
    45.         float max = float.MinValue;
    46.         float len = 0;
    47.         for (int i = 0; i < verts.Count; i++)
    48.         {
    49.             switch( fillDirection )
    50.             {
    51.             case FillDirection.BottomTop:
    52.             case FillDirection.TopBottom:
    53.                 if( verts[i].position.y < min )
    54.                     min = verts[i].position.y;
    55.                 if( verts[i].position.y > max )
    56.                     max = verts[i].position.y;
    57.                 break;
    58.             case FillDirection.LeftRight:
    59.             case FillDirection.RightLeft:
    60.                 if( verts[i].position.x < min )
    61.                     min = verts[i].position.x;
    62.                 if( verts[i].position.x > max )
    63.                     max = verts[i].position.x;
    64.                 break;
    65.             }
    66.         }
    67.         len = max - min;
    68.         if( len == 0 )
    69.             return;
    70.         for (int i = 0; i < verts.Count; i++)
    71.         {
    72.             UIVertex uiVertex = verts[i];
    73.             switch( fillDirection )
    74.             {
    75.             case FillDirection.BottomTop:
    76.                 uiVertex.uv1.y = (verts[i].position.y - min) / len;
    77.                 break;
    78.             case FillDirection.TopBottom:
    79.                 uiVertex.uv1.y = (max - verts[i].position.y) / len;
    80.                 break;
    81.             case FillDirection.LeftRight:
    82.                 uiVertex.uv1.y = (verts[i].position.x - min) / len;
    83.                 break;
    84.             case FillDirection.RightLeft:
    85.                 uiVertex.uv1.y = (max - verts[i].position.x) / len;
    86.                 break;
    87.             }
    88.             verts[i] = uiVertex;
    89.         }
    90.     }
    91. }
    92.  
    Code (Shader):
    1. Shader "UI/Grayscale"
    2. {
    3.     Properties
    4.     {
    5.         [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
    6.         _Color ("Tint", Color) = (1,1,1,1)
    7.         _Fill ("Fill", Range(0,1)) = 0
    8. //        _GrayColor ("Gray", Color) = (1,1,1,1)
    9.         _GrayScale ("GrayScale", Range(0,1)) = 1
    10.        
    11.         _StencilComp ("Stencil Comparison", Float) = 8
    12.         _Stencil ("Stencil ID", Float) = 0
    13.         _StencilOp ("Stencil Operation", Float) = 0
    14.         _StencilWriteMask ("Stencil Write Mask", Float) = 255
    15.         _StencilReadMask ("Stencil Read Mask", Float) = 255
    16.  
    17.         _ColorMask ("Color Mask", Float) = 15
    18.     }
    19.  
    20.     SubShader
    21.     {
    22.         Tags
    23.         {
    24.             "Queue"="Transparent"
    25.             "IgnoreProjector"="True"
    26.             "RenderType"="Transparent"
    27.             "PreviewType"="Plane"
    28.             "CanUseSpriteAtlas"="True"
    29.         }
    30.        
    31.         Stencil
    32.         {
    33.             Ref [_Stencil]
    34.             Comp [_StencilComp]
    35.             Pass [_StencilOp]
    36.             ReadMask [_StencilReadMask]
    37.             WriteMask [_StencilWriteMask]
    38.         }
    39.  
    40.         Cull Off
    41.         Lighting Off
    42.         ZWrite Off
    43.         ZTest [unity_GUIZTestMode]
    44.         Fog { Mode Off }
    45.         Blend SrcAlpha OneMinusSrcAlpha
    46.         ColorMask [_ColorMask]
    47.  
    48.         Pass
    49.         {
    50.         CGPROGRAM
    51.             #pragma vertex vert
    52.             #pragma fragment frag
    53.             #include "UnityCG.cginc"
    54.            
    55.             struct appdata_t
    56.             {
    57.                 float4 vertex   : POSITION;
    58.                 float4 color    : COLOR;
    59.                 float2 texcoord : TEXCOORD0;
    60.                 float2 uv1 : TEXCOORD1;
    61.             };
    62.  
    63.             struct v2f
    64.             {
    65.                 float4 vertex   : SV_POSITION;
    66.                 fixed4 color    : COLOR;
    67.                 half2 texcoord  : TEXCOORD0;
    68.                 half2 uv1 : TEXCOORD1;
    69.             };
    70.            
    71.             fixed4 _Color;
    72.             fixed _Fill;
    73. //            fixed4 _GrayColor;
    74.             fixed _GrayScale;
    75.  
    76.             v2f vert(appdata_t IN)
    77.             {
    78.                 v2f OUT;
    79.                 OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
    80.                 OUT.texcoord = IN.texcoord;
    81.                 OUT.uv1 = IN.uv1;
    82.                 OUT.color = IN.color * _Color;
    83.                 return OUT;
    84.             }
    85.  
    86.             sampler2D _MainTex;
    87.  
    88.             fixed4 frag(v2f IN) : SV_Target
    89.             {
    90.                 half4 color = tex2D(_MainTex, IN.texcoord);
    91.                 if( IN.uv1.y > _Fill )
    92.                 {
    93.                     fixed grayscale = Luminance( color.rgb );
    94.                     color.rgb = grayscale.xxx * _GrayScale + 1 - _GrayScale;
    95. //                    color = color * _GrayColor;
    96.                 }
    97.                 color = color * IN.color;
    98.                 clip (color.a - 0.01);
    99.                 return color;
    100.             }
    101.         ENDCG
    102.         }
    103.     }
    104. }
    105.  
    Wish more Effect related classes could be provide.

    btw. UIVertex only provide uv0 and uv1. Could you please add more uv channels?
     

    Attached Files:

  16. xDavidLeon

    xDavidLeon

    Joined:
    Jun 9, 2014
    Posts:
    123
  17. ChoMPi

    ChoMPi

    Joined:
    Jul 11, 2013
    Posts:
    112
    RPG & MMO UI for Unity 4.6 GUI

     
  18. Link538

    Link538

    Joined:
    Jan 25, 2013
    Posts:
    15
  19. HappyLDE

    HappyLDE

    Joined:
    Apr 16, 2014
    Posts:
    56
    I see everyone with amazing UIs and here i am with my score UI xD

     
    Last edited: Nov 15, 2014
    Epictickle, TroyDavis and Sparrow96 like this.
  20. alexdeloy

    alexdeloy

    Joined:
    Jan 15, 2009
    Posts:
    7
    I'm working on a business application for a customer based on uGUI instead of using Python+Kivy as I do usual. The overall process is much quicker, custom prefabs of common ui components are making things very easy.
    Feels good to work with the new beta.
     

    Attached Files:

  21. Frooxius

    Frooxius

    Joined:
    Aug 15, 2012
    Posts:
    57
    I've been playing around with the new UI system, integrating it into virtual reality with the Oculus Rift and allow interaction with your bare hands using the Leap Motion, this is the result of such prototype. It looks meh, but my focus now is on the function :)

     
  22. -JohnMore-

    -JohnMore-

    Joined:
    Jun 16, 2013
    Posts:
    64
    Still a work in progress, Every day I learn to do something new with the new UI :)

    BiotopeHangar.png BiotopeSkills.png
     
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  23. Frooxius

    Frooxius

    Joined:
    Aug 15, 2012
    Posts:
    57
    Here's an update, more polished (not the UI though) version of the software I'm working on:

     
  24. eXiin

    eXiin

    Joined:
    Dec 23, 2013
    Posts:
    63
    Here is mine :


    If fit all screen ratio, from 4:3 to 16:9 and even 1:1 :)
     
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  25. Rxanadu

    Rxanadu

    Joined:
    May 24, 2012
    Posts:
    50
    Looks awesome! How were you able to set up the 'snapping' of each item of that array? Wanted something like this in a level select.
     
  26. nventimiglia

    nventimiglia

    Joined:
    Sep 20, 2011
    Posts:
    153
    StarTriggers now uses Foundation and uGUI

     
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  27. rakkarage

    rakkarage

    Joined:
    Feb 3, 2014
    Posts:
    683
    thanks
    i just drag it with mouse and when i let go i use an easing function (http://easings.net/) to move to the closest one
    i posed "my" easing code here http://forum.unity3d.com/threads/callback-on-finished-events.267939/
    ya the spring easing function imo provides a very nice ui bounce
    or you could use iTween or LeanTween or DOTween or GoKit or etc
    i posted an earlier test version of this control (without snapping or clamping or inertia or pooling or graphics or fonts) here https://github.com/rakkarage/Flop
    i may post the other one on the store
     
    tbj22 likes this.
  28. hawksprite

    hawksprite

    Joined:
    Dec 24, 2012
    Posts:
    11
    I've been working on a project i've been calling "Bash" basically it's a pokemon type matchup training esc app where you try to go as long as you can always choosing the most effective move type against the given enemy.

    The screenshots aren't all to amazing but I've been focusing more on the animation and spell effect side.



     
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  29. Deleted User

    Deleted User

    Guest

    I just spent two days , setting up my new 4.6 UI, hard coding tomorrow, to hook up to my game...wow, what a different experience, ...layout and design..really!! Great Job Unity Team.!

    Patrick


     
    Last edited by a moderator: Dec 17, 2014
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  30. -JohnMore-

    -JohnMore-

    Joined:
    Jun 16, 2013
    Posts:
    64
    Still improving it but it works really great. No matter the resolution or screen ratio it all looks amazing :)
    BiotopeHangarModelColor.png BiotopeHangarModelParts.png
     
  31. User340

    User340

    Joined:
    Feb 28, 2007
    Posts:
    3,001
  32. Razmot

    Razmot

    Joined:
    Apr 27, 2013
    Posts:
    346


    I am redoing my blueprint designer UI with uGui 4.6RC1 . I prefer ugui 's stretching layout components and anchor system vs NGUI.

    Noteworthy :
    * Making tabs with the toggle component and a togglegroup - the "checkmark" is the selected tab highlight
    * Selection of prefab / shape is a togglegroup too, the "checkmark" here is the blue rectangle corners
    * red / green dot to show the state : one more toggle group abuse - the red is behind the green, the green is the checkmark
    * Defining all my tabs content down there out of canva for quick access / overview in editor, and switching position at runtime with a very simple script
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityEngine.UI;
    4.  
    5. [RequireComponent(typeof (RectTransform))]
    6. public class XGGuiInit : MonoBehaviour
    7. {
    8.     public RectTransform Target;
    9.  
    10.     private Vector3 _initial;
    11.  
    12.     private RectTransform _rectTransform;
    13.  
    14.     public void Awake()
    15.     {
    16.         _rectTransform = GetComponent<RectTransform>();
    17.      
    18.         _initial = _rectTransform.position;
    19.     }
    20.  
    21.     public void Toggle(bool on )
    22.     {
    23.         _rectTransform.position = on ? Target.position : _initial;              
    24.     }
    25. }

    Started yesterday :)
     
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  33. -JohnMore-

    -JohnMore-

    Joined:
    Jun 16, 2013
    Posts:
    64
    I told someone I would upload a full update of our UI even if the game is still in alpha, and here it is. Best of all: it's the very same UI for PC, mobile, tablet and console and for every resolution. Not a single change :).

    Update [1/2]

    BiotopeAlphaUI_01.jpg BiotopeAlphaUI_02.jpg BiotopeAlphaUI_03.jpg BiotopeAlphaUI_04.jpg BiotopeAlphaUI_05.jpg
     
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  34. -JohnMore-

    -JohnMore-

    Joined:
    Jun 16, 2013
    Posts:
    64
    Update [2/2]

    BiotopeAlphaUI_06.jpg BiotopeAlphaUI_07.jpg BiotopeAlphaUI_08.jpg BiotopeAlphaUI_09.jpg BiotopeAlphaUI_10.jpg
     
    rakkarage likes this.
  35. Leslie-Young

    Leslie-Young

    Joined:
    Dec 24, 2008
    Posts:
    1,148
    Last edited: Jan 11, 2015
  36. Greg-Bassett

    Greg-Bassett

    Joined:
    Jul 28, 2009
    Posts:
    628
    Here is a quick peek tutorial showing how I created the webplayer linked below... this is a new asset I am working on to create native iOS looking apps with Unity.



    Webplayer demo...
    iOS for Unity UI - Settings app mock-up
     
    ercu and Muckel like this.
  37. J_P_

    J_P_

    Joined:
    Jan 9, 2010
    Posts:
    1,027



    Liking the new UI system so far :)
     
  38. Vibs_appit

    Vibs_appit

    Joined:
    Feb 16, 2014
    Posts:
    53
    Hi guys,

    We are making a vehicle combat game and we used new uGUI for the same. It is so fantastic, I redid the UI which was made using NoesisGUI ($250) and I have no regrets. It is such an amazing system. I am attaching my UI here. It is still a work in progress, but you get the gist..

    SShot3.png
     
    -JohnMore- and ensiferum888 like this.
  39. marchere

    marchere

    Joined:
    Aug 19, 2014
    Posts:
    5
    Currently rebuilding an old app this week. Majority of program consists of navigating lists, tabs, etc.. Built top navigation, tabs, master/detail for dynamically generated lists (generic list databinding, scrollable, auto resizing, etc.).

    list.png
    editor view

    IMG_0003.PNG
    iPad mini 3

    IMG_4940.PNG
    iPhone 6 plus
     
  40. CremaGames

    CremaGames

    Joined:
    Mar 5, 2014
    Posts:
    59
  41. Ravel

    Ravel

    Joined:
    Nov 21, 2010
    Posts:
    605



    I'm currently designing a game menu with the new UI, So far I'm loving it!
    And dont mind the logo, it's a quick test to have something :)
     
    Last edited: Dec 17, 2014
  42. Demigiant

    Demigiant

    Joined:
    Jan 27, 2011
    Posts:
    3,242




    The Screening
    A game I made with Gaetano Leonardi and Luigi di Guida for Ludum Dare 31. The whole game is 4.6 UI (and it's all pixel perfect even if this screenshot doesn't show that) :)

    EDIT: added video
     
    Last edited: Jan 5, 2015
    rakkarage likes this.
  43. facepunch

    facepunch

    Joined:
    Apr 7, 2013
    Posts:
    7
    Our server browser

     
  44. shivansps

    shivansps

    Joined:
    Feb 26, 2014
    Posts:
    60
    This is a WIP, there still parts of the old ui and a lot more to do, i did use the unity sprites, at least for now.

     
  45. beffio

    beffio

    Joined:
    Aug 9, 2014
    Posts:
    143
    AlanMattano, ANGELOP, thempus and 2 others like this.
  46. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    Hmmm...seems questions that aren't worth answering aren't worth asking.
     
    Last edited: Feb 25, 2015
  47. Demigiant

    Demigiant

    Joined:
    Jan 27, 2011
    Posts:
    3,242
    Hiya @goat. You might want to post a new thread in the parent forum. This thread is just to showcase UI 4.6 stuff you're happy with.
     
  48. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    I'm very happy with my design. It's the aliasing I'm not happy with, but I will start a new thread.

    I guess I'll stop asking technical questions or those of aesthetics and stick to a the bit of mild mannered gossip every once in a blue moonin these forums .
     
    Last edited: Feb 25, 2015
  49. madebynoxc

    madebynoxc

    Joined:
    Jan 14, 2014
    Posts:
    10
    World space UI is great one :) Screenshot (122).png
     
  50. holyjewsus

    holyjewsus

    Joined:
    Mar 7, 2011
    Posts:
    624
    Screen Shot 2015-03-28 at 1.40.06 AM.png

    I've been using the world space UI quite heavily for 3d visual programming language
     
    AlanMattano likes this.