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Unity 3D UI Essentials
Leverage the power of the new and improved UI
system for Unity to enhance your games and apps
Simon Jackson
BIRMINGHAM - MUMBAI

Unity 3D UI Essentials
Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, without the prior written
permission of the publisher, except in the case of brief quotations embedded in
critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book
is sold without warranty, either express or implied. Neither the author nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: January 2015
Production reference: 1270115
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN - 978-1-78355-361-7
www.packtpub.com

Credits
Author
Simon Jackson
Reviewers
Attilio Carotenuto
Adam Dawes
Javier García-Lajara Herrero
Dr. Sebastian T. Koenig
Simon Wheatley
Commissioning Editor
Akram Hussain
Acquisition Editor
James Jones
Content Development Editor
Sumeet Sawant
Technical Editor
Utkarsha S. Kadam
Copy Editors
Gladson Monteiro
Merilyn Pereira
Project Coordinator
Danuta Jones
Proofreaders
Simran Bhogal
Ameesha Green
Paul Hindle
Indexer
Priya Subramani
Graphics
Sheetal Aute
Production Coordinator
Nitesh Thakur
Cover Work
Nitesh Thakur

About the Author
Ever since my early years I have been a tinkerer, engineer, problem solver, and
solution gatherer. In short, I love to break things apart, gure out how they work,
and then put them back together, usually better than before.
I started way back when with my rst computer, the Commodore Vic20. It was
simple, used a tape deck, and forced you to write programs in basic or assembly;
they were fun times. From there, I progressed through the ZX Spectrum +2 and the
joyous days of modern graphics, but with the 30 minute load times from a trusty
tape deck. Games were a passion of mine even then, which led to many requests for
another gaming machine, but Santa brought me an Amstrad 1640, my rst PC. From
there, my tinkering and building exploded, and that machine ended up being a huge
monstrosity with so many addons, tweaks, and xes; I was Frankenstein, and this
PC became my own personal monster crafted from so many parts. Good times.
This passion has led me down many paths, and I learned to help educate others on
the tips and tricks I learned along the way; these skills have equipped me well for
the future.
Today I would class myself as a game development generalist. I work with many
different frameworks, each time digging down, ripping them apart, and then
showing whoever would listen through my blog, videos, and speaking events
how to build awesome frameworks and titles. This has been throughout many
generations of C++, MDX, XNA (what a breath of fresh air that was), MonoGame,
Unity 3D, The Sunburn Gaming Engine, HTML, and a bunch of other proprietary
frameworks; I do them all. This gives a very balanced view of how to build and
manage many different types of multiplatform titles.
I don't stop there, as I regularly contribute to the MonoGame project, adding
new features and new samples before publishing it on NuGet. I also have several
of my own open source projects and actively seek out any new and interesting ones
to help with.
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