Lean GUI Shapes is an extension to Unity's UI system, adding many useful components for drawing UI shapes.
These shapes are procedurally generated based on a few simple settings, reducing texture memory usage, and allow you to quickly iterate different designs.
Nope, Lean GUI is just used for some example scenes.
Feel free to delete it if you don't want to use it!
Simply go through all the demo scenes in the Lean/GUI Shapes/Examples folder!
Most of the demo scenes introduce one new feature at a time, allowing you to clearly understand what is being done.
The description at the bottom also tells you in detail which components or settings were added/changed to achieve the effects seen.
To understand what a specific component setting does, just hover your mouse over it to see the tooltip. You can also click the documentation button at the top right of the component.
First you need to add the LeanPoint component to your scene:
You should now see a new GameObject called 'LeanPoint' with the LeanPoint component selected.
If you want this point to follow a GameObject in the scene, simply drag and drop it into the Anchor setting.
Next, you need to add a Graphic to your point GameObject. For example, the Image or LeanBox component.
First you need to add the LeanLine component to your scene:
You should now see a new GameObject called 'LeanLine' with the LeanLine component selected.
If you want this line to follow GameObjects in the scene, simply drag and drop them into the AnchorA and AnchorB settings.
Next, you need to add a Graphic to your line GameObject. For example, the Image or LeanBox component.
First you need to add the LeanBox component to your scene:
You should now see a new GameObject called 'LeanBox' with the LeanBox component selected.
That it's, feel free to experiment with its visual settings like Radius!
First you need to add the LeanPolygon component to your scene:
You should now see a new GameObject called 'LeanPolygon' with the LeanPolygon component selected.
To edit the polygon shape inside the Scene tab, you can click the 'Edit Points' button in the LeanPolygon component inspector.
This editor works just like the PolygonCollider2D editor.
Here's a list of all my other assets, please check them out!
You can also view this list on my Asset Store page.
Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!
Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.
Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.
Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.
Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.
Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.
Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!
Lean Texture allows you quickly modify textures in your project with a range of filters, pack them together into channels, and much more!
Lean Texture+ is an extension to Lean Texture, adding many new types of texture modification tools!
Unlock a universe of visual possibilities with Modular Backgrounds. Simply drag and drop these graphics into the background of your scenes.
Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!
Paint all your sprites with Paint in 2D. With incredible performance on mobile, WebGL, and much more!
Paint in Editor unlocks the ability to paint objects in your scene - great for making small tweaks, or even creating entirely new texture sets!
FLOW allows you to add large scale interactive fluids to your scene - all highly optimized using GPU acceleration.
Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!
Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.
Enhance your space scenes using this large pack of high detail volumetric planets. These planets are finished using the powerful planet features from Space Graphics Toolkit (not required).
Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.
Fixed LeanBox corner radius settings breaking when using blur.
Fixed LeanCircle having sharp edges when using blur.
Changed folder structure to be inside Plugins/CW/LeanGUI Shapes.
Updated inspector code to support third party assets that implement nested inspectors.
Added Panel and Circle presets to LeanPolygon.
Fixed LeanPolygon point editing to factor in camera distance.
Fixed shapes not rendering properly in Unity 2020.
Moved main build to Unity 2018.4.0f1.
Updated documentation.
Added asmdef.
Added LeanBox.Inflate setting.
Added Box Inflate demo scene.
Fixed crash when LeanCircle.Detail is 0.
Moved GUI texture to Resources, so it can be packed to reduce batches.
Added LeanCircle component.
Added Circle demo scene.
Added Circle Blur demo scene.
Added Circle Thickness demo scene.
Added Circle Detail demo scene.
Added Circle Fill demo scene.
Added Circle Customize demo scene.
Updated common library code.
This class allows you to define an anchor point in the scene based on a Transform and offsets, or a 3D point.
This is used by components like LeanPoint and LeanLine.
If you want this anchor to follow a Transform, then set it here.
This allows you to set the local offset of the anchor relative to the Transform.
If no Transform is set, then this will be the world space position.
This allows you to set the pixel offset of the anchor on the screen.
This component allows you to create UI elements with a box shape.
This allows you to set the blur radius in local space.
This allows you to set the thickness of the border in local space.
This allows you to push out or pull in the edges of the box shape in local space.
This allows you to set the base detail of the box corners.
This allows you to manually override the detail of the top left corner of this box.
-1 = No Override
This allows you to manually override the detail of the top right corner of this box.
-1 = No Override
This allows you to manually override the radius of the bottom left corner of this box.
-1 = No Override
This allows you to manually override the detail of the bottom right corner of this box.
-1 = No Override
This allows you to set the base radius of the box corners.
This allows you to manually override the radius of the top left corner of this box.
-1 = No Override
This allows you to manually override the radius of the top right corner of this box.
-1 = No Override
This allows you to manually override the radius of the bottom left corner of this box.
-1 = No Override
This allows you to manually override the radius of the bottom right corner of this box.
-1 = No Override
This component allows you to create UI elements with a circle shape.
This allows you to set the blur radius in local space.
0 = No Blur.
This allows you to set the thickness of the border in local space.
-1 = Filled.
This allows you to set the amount of points used to draw a full sphere outer edge.
This allows you to control where the triangle begins in degrees.
0 = Top.
90 = Right.
This allows you to control how much the circle is radially filled.
0.25 = Quarter Filled Clockwise.
-0.5 = Half Filled Counter-Clockwise.
1.0 = Fully Filled.
-1.5 = Filled 1.5 Times Counter-Clockwise.
This component allows you to draw a UI element between two points in the scene (e.g. 3D objects).
The camera rendering the target transform/position.
None/Null = The MainCamera will be used.
The start point of the RectTransform will be placed at this anchor point.
The end point of the RectTransform will be placed at this anchor point.
This method forces the RectTransform settings to update based on the current line settings.
This component allows you to draw a UI element on top of a point in the scene (e.g. 3D object).
The camera rendering the target transform/position.
None/Null = The MainCamera will be used.
The RectTransform will be placed above this anchor point.
This method forces the RectTransform settings to update based on the current line settings.
This component allows you to create UI elements with a custom polygon shape.
This allows you to set the blur radius in local space.
This allows you to set the thickness of the border in local space.
This list stores all polygon points in local space.
This method allows you to reset the .Z and .W anchor values of all Point values to 0.5, 0.5.