Great tutorial, you're pleasingly fast yet explain everything in painstaking detail. I wouldn't mind seeing more and more advanced tutorials from you Brandon as you level up yourself, you're great at passing the knowledge on!
Thanks! I basically managed to do a fully fledged basic menu with everything I needed just watching the video. As always super useful! We can perhaps avoid the casting "as Button>" by using the syntax: "Q("selector")"
Great video, however for those who don't know yet, Unity Developed a binding system for the UI Toolkit. Yes, you don't need anymore code telling which text gonna show what, which button gonna do what, etc. Is just drag and drop. Video link: czcams.com/video/HQ0TmO8ZA4o/video.htmlsi=8ieYa3i-O0RjdE9V
I'm surprised you packed that all into such a short (haha "short") video. I've been hesitant to use UI Toolkit after seeing it used in the Happy Harvest, but this made it look really easy, especially when you use your own sprites and make use of the USS style sheets and transitions (that was SO cool for such little work). Great job again Brandon. Lovin the videos, hope you guys are making it with CZcams, you're killin it!
Another great tutorial. Very useful overview for helping decide whether you might want to use this feature or not. I had heard name name 'UI Toolkit', but that was about it. It looks like WPF and the way it uses XSLT. I have UI on my 3D objects, and it looks like Unity still recommends uGUI for that. But this might make sense for the menu. Another complicated new system to learn, and I still haven't gotten the hang of thew new input system yet.
I created a whole new project. When I follow the first 5 minutes of the tutorial up to the point showing the labels in the game view the first time; I can see the labels, too. But they are not on a background, instead I can see the 3D scene. Even if I manually add a background color to the canvas in the UI Builder (where it is displayed, but not in the game itself). Did I miss something?
Im working on a Unity project for more than 3 years now and i cannot believe i never heard about UI Toolkit (it is for sure not a lack of youtube procrastination on my side...). Is it my bad or is Unity never talking about it ? Thank you for the video though :)
How do you get the UIDocument to render the UI in the sceneview? Even if I start up a new project and follow these steps, the UI only renders in the Game/Simulator view for me. In the Scene view, it's invisible... I also checked to make sure that the UI layer is visible, and scene view is on. Furthermore, I'm using the UnityDefaultRuntimeTheme for my panel settings. Why doesn't it show up?!
Thank you! This is a really well structured tutorial. Brief but more than enough to start using UI toolkit. Can you recommend or do you know if it is safe to start using this for WebGL?
Whats the point having all buttons register to the same event? Why is not a single ui toolkit video showing/explaining how to actually do ui and open and close new windows and popups (when pressing the options button for example). No one does this.....
This is amazing and easy to understand. If I want to animate it at certain events, let's say at scene start. or maybe if I want to make the options menu pop up when pressed, do I make this animation using the transitions you mentioned or is there a way to use the unity animator? if the transitions can do it then it's probably easier and gives more control.
No. Unreal Engine, Unity is not even close to what Unreal has to offer. But yes, I would prefer Godot every day before Unity. What you ultimate have to face, is that the Unity fanboys will never leave Unity - sad@@danielmisra2912
as someone who learned godot and unreal b4 unity and really had a "phobia" from it can confirm unity is defo a great engine its just they had stoopids dumahhs in charge in many situations it would be better than godot and surely miles ahead of unreal in 2d
Great video. This is the best UIToolkit intro I've seen. And I now realize that CSS and its relatives will haunt me until the day I log off.
Great tutorial! I didn't even know about the new UI system until now
Great tutorial, you're pleasingly fast yet explain everything in painstaking detail. I wouldn't mind seeing more and more advanced tutorials from you Brandon as you level up yourself, you're great at passing the knowledge on!
Thanks! I basically managed to do a fully fledged basic menu with everything I needed just watching the video. As always super useful! We can perhaps avoid the casting "as Button>" by using the syntax: "Q("selector")"
Nice! Do more of this UIToolkit please 🥺
Thanks. This helped me a lot in moving from the legacy UI system to the UI toolkit.
Better then most tutorials out here!
Much Love from Sweden!
Great video, however for those who don't know yet, Unity Developed a binding system for the UI Toolkit. Yes, you don't need anymore code telling which text gonna show what, which button gonna do what, etc. Is just drag and drop. Video link: czcams.com/video/HQ0TmO8ZA4o/video.htmlsi=8ieYa3i-O0RjdE9V
I'm surprised you packed that all into such a short (haha "short") video. I've been hesitant to use UI Toolkit after seeing it used in the Happy Harvest, but this made it look really easy, especially when you use your own sprites and make use of the USS style sheets and transitions (that was SO cool for such little work). Great job again Brandon. Lovin the videos, hope you guys are making it with CZcams, you're killin it!
Excellent info. Concise, informative, easy to digest ;-)
Thanks a lot! I really hated making the UI with the default UI system. That won't be a problem anymore :)
More about it, please.
Thank you so much, such a great tutorial
Just what I needed for a quick tech demo. Thanks!
Another great tutorial. Very useful overview for helping decide whether you might want to use this feature or not. I had heard name name 'UI Toolkit', but that was about it. It looks like WPF and the way it uses XSLT. I have UI on my 3D objects, and it looks like Unity still recommends uGUI for that. But this might make sense for the menu. Another complicated new system to learn, and I still haven't gotten the hang of thew new input system yet.
Holy sht I had no idea this existed
a great starter tutorial!
your keyboard keystrokes are awsome, which brand model was it? nice tutorials.
I created a whole new project. When I follow the first 5 minutes of the tutorial up to the point showing the labels in the game view the first time; I can see the labels, too. But they are not on a background, instead I can see the 3D scene. Even if I manually add a background color to the canvas in the UI Builder (where it is displayed, but not in the game itself). Did I miss something?
You're awesome teller. Thank you dude.
Im working on a Unity project for more than 3 years now and i cannot believe i never heard about UI Toolkit (it is for sure not a lack of youtube procrastination on my side...).
Is it my bad or is Unity never talking about it ?
Thank you for the video though :)
It's a real shame that this tool didn't come out since day one in unity....it would have been way more easier for us old coders! 😅
How do you get the UIDocument to render the UI in the sceneview? Even if I start up a new project and follow these steps, the UI only renders in the Game/Simulator view for me. In the Scene view, it's invisible... I also checked to make sure that the UI layer is visible, and scene view is on. Furthermore, I'm using the UnityDefaultRuntimeTheme for my panel settings. Why doesn't it show up?!
Dont understand how works the new UI. I added a Progress bar and i cant modify any of the style properties of the child objects, all are greyed out
This is very helpful
Nice tutorial. Thank you 🙂
Can you please do a tutorial on popup windows over already existing UI in UI toolkit?
Are magic strings the only way to interact with the ui builder via c#?
Thank you! This is a really well structured tutorial. Brief but more than enough to start using UI toolkit. Can you recommend or do you know if it is safe to start using this for WebGL?
Great video, any chance you'll make a video about using using the new system to make a custominspector?
just released that today actually!
@@sasquatchbgames King, I will watch immediately, thank you for your work, truly inspiring.
Whats the point having all buttons register to the same event?
Why is not a single ui toolkit video showing/explaining how to actually do ui and open and close new windows and popups (when pressing the options button for example).
No one does this.....
This is amazing and easy to understand.
If I want to animate it at certain events, let's say at scene start.
or maybe if I want to make the options menu pop up when pressed, do I make this animation using the transitions you mentioned or is there a way to use the unity animator?
if the transitions can do it then it's probably easier and gives more control.
Is the UI toolkit more performant than the default UI
Yes, but both are negligible in the context of a full video game.
is anyone knows how to change the scene if we click the play button in ui toolkit ?
Блин, я в наушниках испугался звука на 6:40 )) подумал на секунду, что шмель в левое ухо прилетел
Would this work with Netcode for gameobjects?
Getting buttons by strings...
Please no. It looks like vanilla JavaScript +css from 2008. It’s still better than default unity ui system but it’s still so ugly 😢😢😢
To be honest I don't think it's better.
@@Tymon0000 yeah. You’re right. Considering the fact that we can’t use world space with it makes it 60% worse than it could be as well
First
Do I need to be Chinese to access it??
Imagine still using Unity haha. It has no future and basically a waste of time using.
gotta love the godot fanboys ^^
No. Unreal Engine, Unity is not even close to what Unreal has to offer. But yes, I would prefer Godot every day before Unity. What you ultimate have to face, is that the Unity fanboys will never leave Unity - sad@@danielmisra2912
Imagine being such a useless tool as to wholly disrespect others' years of training and knowledge of a useful tool.
as someone who learned godot and unreal b4 unity and really had a "phobia" from it can confirm unity is defo a great engine its just they had stoopids dumahhs in charge in many situations it would be better than godot and surely miles ahead of unreal in 2d