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Chameleon UI Editor

Chameleon UI Controller

The UI Controller holds all the configuration to handle all the transitions between UI elements, gameobjects and views. To create a new UI Controller select Chameleon > Chameleon UI in the Hierarchy window, this will create a GameObject containing a UI Controller script component. Most of the edition is performed at the inspector window containing the following elements:

1. UI Camera:
The camera used to attach the framings and UI elements to it.
2. Groups list:
Shows the list of available UI Groups. Every group contains a number of UI Framing elements and properties used on the transitions between them.
3. Group properties:
The first UI Group in the list is the main group; this enables the Moving Element property on the group, used to control globally how the framings are going to interact with the camera. When Moving Element is set to Camera, the UI Camera moves to the position specified by the target framing; when set to Framings then all the framings move following the camera position and rotation.

Camera mode.

Framings mode.

The time property is taken by all the transitions between framings as the number of seconds to move the UI elements to a target position. The easing property provides the default tween for all the transitions in the group that not specify their own.

4. Framings list:
Shows the list of available UI Framing elements that belong to a UI Group and the options to delete or edit the properties of a selected framing.
5. Framing properties:

    • Name: This becomes an identifier for the framing when doing transitions between framings. Ideally should have a unique name, for this will be used as a parameter to transition between other framings.
    • Focus Mode:<Targeted mode allows to specify a GameObject to be attached to a framing, following the translation and rotation when doing a transition.
    • Target Position:UI Camera should look at when on Camera mode or the point to translate to match the UI Camera view when on Framing mode.
    • Offset Position: Local coordinates relative to the Target Position where the UI Camera will be placed when looking at the Target position.
    • Target: Specified the GameObject to be attached to the framing on Targeted mode.
    • Set Framing in Front of Target: Places the Target position at the center of the Target GameObject and its Offset position perpendicular to it at a distance of 1.

6. Transitions list:
Shows the list of custom transitions between the selected framing and a target framing.
7. Transition properties: these properties override the group based parameters for transitions.

  • Time: seconds the transition will take to complete between the selected framing and the target framing.
  • Easing: function to apply to position and rotation values along the transition time. Also referred as tweening.

8. Framing preview area: display the view the UI Camera will take on the selected framing.

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