CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Two Types of Game Objects - UI elements vs. 2D sprites
  • UI Elements
  • 2D Sprites
  • Layers:
  • Tags:
  • Sprite Renderer Component - Sorting Layers:

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  1. UI Components

Game Objects: UI vs. 2D Sprite

PreviousFinding Game ObjectsNextUI Elements

Last updated 5 years ago

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Two Types of Game Objects - UI elements vs. 2D sprites

It is instructive to consider 2 different categories of GameObjects that we'll work with in this course. UI elements vs. 2D sprites, which we need to understand how we can define custom sorting layers to control rendering layer ordering and also how to define custom tags to help easily identify gameObjects within a game scene.

UI Elements

UI gameObjects are a relatively new addition to Unity, they provide easy to customize User-Interaction elements. UI Elements should always be children of a Canvas GameObject, and there should also be an EventSystem GameObject as a child of the Canvas, in order to have UI events active on UI elements. UI elements include Buttons, Text, Sliders, and can be useful in creating in-game menus.

2D Sprites

2D Sprites are the other main category of gameObjects that we will work with in this course. 2D sprites are used to add images assets to your game. 2D sprites are often configured to have physics behaviors.

Layers:

Layers provide a means to control physics interactions between objects.

Tags:

Tags provide a method to add categories to gameObjects that can be used to identify gameObjects within a custom script. Tags are also created using the Layer editor, by selecting the 'Edit Layers' option, you are provided with an interface where you can create custom tags. Then, a tag can be set for a gameObject at the top of the inspector panel for that gameObject.

Sprite Renderer Component - Sorting Layers:

Sorting layers provide a method to control the layer order of sprite rendering. Sorting Layer are is attribute of the Sprite Renderer component for 2D sprite gameObjects. Sorting Layers are created using the Layer inspector panel, at the upper left of the editor window, see image below. Select the bottom choice 'Edit Layers' to add new Sorting Layers to your game. Although the Layer editor is the same for Layers, Tags, and Sorting Layers, it's important to realize that Layers and Tags refer to the GameObject, while Sorting Layers refer only to the Rendering Components. There is no ability to set Sorting-layer for individual UI elements, there is a single Sorting-Layer that can be set for the entire Canvas. So, to control layer ordering of Canvas UI elements, the Hierarchy order controls layering, lower elements in the Hierarchy are considered to be closer to the camera.

2D Sprites Editing Tutorial