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79 votes
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What is the difference between a HUD and a GUI in a game?

I'd argue that HUDs are graphical user interfaces: they're ways to present information back to the user graphically. In contrast to what some other answers say, the term GUI doesn't require that ...
DMGregory's user avatar
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26 votes

What is the difference between a HUD and a GUI in a game?

Interactivity. A HUD is not interactive: it displays information only, it cannot be clicked, dragged, closed, etc. A GUI in a game is like any other UI: it is interactive. It has menus, buttons, ...
Bram's user avatar
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14 votes
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Running into issues with Unity Vertical Layout Group

Alright my dude. Welcome to the hell that is layout groups. Here's a few things you'll need to know first: If nothing is sizing the object, the layout group will not work as you expect (in fact it ...
gjh33's user avatar
  • 691
14 votes

What is the canonical name of the interaction symbol over NPCs heads?

Disclaimer There is no canonical name as far as I'm aware. So, instead I will provide terms that I hope will be useful for you. And while I cannot provide a definitive source these terms, I do not ...
Theraot's user avatar
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13 votes
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How to make curved GUI in Unity?

Here's a strategy for making arbitrarily bent UI: we'll render our UI into a texture (in realtime, not as a baking step), and then map that texture onto whatever mesh we want. Here's how I made this ...
DMGregory's user avatar
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12 votes
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How can I round out the corners of a quad in OpenGL?

This is not technically an answer to your question, but is a better work around in my opinion. You can pass the dimensions of the boxes and the radius of the corners to the fragment shaders and round ...
Bálint's user avatar
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11 votes

In OpenGL, is it a bad idea to "combine" immediate mode and retained mode for the sake of GUIs?

I personally only see it as being bad for two reasons: It is very outdated and deprecated. And, It is much slower than the modern ways of drawing with OpenGL. But, if it's working out, and ...
dev9999's user avatar
  • 132
9 votes
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How can I render an OpenGL scene into an ImGui window?

First you need to render you scene to a Frame Buffer Object (here is a good course on FBO: https://learnopengl.com/#!Advanced-OpenGL/Framebuffers) After that you will end up with a Texture (of type ...
FloFu's user avatar
  • 392
9 votes

What is the canonical name of the interaction symbol over NPCs heads?

The general category is context-sensitive user interface. In Scott Roger's book "Level Up" he calls them context-sensitive prompts: an icon or symbol that appears when the player is next to ...
Pikalek's user avatar
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8 votes

zoom to cursor calculation

I couldn't figure out what Konrad's variables were supposed to mean in my game (map width? My map is infinite, so... that's the same as the screen width then maybe? It didn't work out), so I figured ...
Luc's user avatar
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8 votes
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In OpenGL, is it a bad idea to "combine" immediate mode and retained mode for the sake of GUIs?

It is a bad idea insofar as it is nonsensical. There is nothing to "set up" that you have not already done, except for an ortho projection matrix (which you will have to do in any case). Portability ...
Damon's user avatar
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8 votes
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What's the difference between VBoxContainer and VFlowContainer?

First of all, these are Containers. So they will resize and arrange their children Controls. Adjusting to both the space ...
Theraot's user avatar
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8 votes
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Drag and drop differences between Godot 3 and 4?

Nearly discarded my question because I found the answer myself, but perhaps just posting it will help others running into the same gotcha... If you look at the official documentation for both versions,...
Jeroen's user avatar
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8 votes
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Is there some psychological reason for why most game's UI is always the same colors?

When picking a color palette for your game UI, there are several considerations: Fitting with the theme of the game. If you have a medieval fantasy game, then the UI color scheme should communicate &...
Philipp's user avatar
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7 votes
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How can I apply a Camera Shader to UI?

The default behavior for Unity's UI is to draw after the post-processing effects have been applied. This is dictated by the Render Mode setting on your scene's <...
Victor T.'s user avatar
  • 1,381
7 votes
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How to integrate images into text lines in Unity?

The regular Text component unfortunately can't do that, at least not on a UI canvas and without some nasty hacks. But TextMeshPro can. I really recommend using TextMeshPro over the classic Text ...
Philipp's user avatar
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7 votes
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How to get equivalent of "padding" on a button?

What you use are the define style overrides, which means you have to do it separately for Normal, Hover, Pressed, Disabled, and Focus states. All the kinds of ...
Theraot's user avatar
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6 votes
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How do I set the exact local position of a RectTransform?

First of all, ensure you set the parent before setting local position, then, you have two options according to the type of Rect Transform : non-stretching and stretching ones. For a non-stretching ...
Hellium's user avatar
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6 votes
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How can I efficiently make a solid Texture2D?

Instead of texture.SetPixel, use texture.SetPixels ...
Philipp's user avatar
  • 121k
6 votes

What is the difference between a HUD and a GUI in a game?

Is a HUD part of the GUI and just displaying information? Yes. Head Up Display (as the name suggests) is just to display information while you are in-game. However in some scenarios HUD may be ...
Umair M's user avatar
  • 236
5 votes
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Why would I receive a NullReferenceException when the object is clearly set, and still works?

I have ran into this problem more often than I care to remember. First and foremost, there is no NullReferenceException in the script associated with "emptyTest". ...
Gnemlock's user avatar
  • 5,293
5 votes

how to achieve smooth 360 Degree input with joystick as opposed to 8 angles

I'm going to let you in on a secret: float x = Input.GetAxis("JoymouseX"); float y = Input.GetAxis("JoymouseY"); Here we have input with two components, an ...
DMGregory's user avatar
  • 136k
5 votes

What is the difference between a HUD and a GUI in a game?

GUI and HUD are inexact terms, meaning people will know what they mean, unless they require specifics. The specific meanings attached to the terms depend on subculture, company, the current project, ...
Peter's user avatar
  • 9,955
5 votes

Technical term for the border that appears around the screen, usually in response to low health?

At our studio (Ubisoft Toronto) we usually call it a (low) health vignette. A vignette in photography & film refers to an effect around the edges of the frame (usually a darkening or defocus) ...
DMGregory's user avatar
  • 136k
5 votes
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What does this Yellow Outline represent in Unity Text Mesh Pro?

These are 'margins'. In the inspector, you can find them under the 'extra settings' section. This is what the documentation says about them: The Margins values can be used to add some space between ...
troien's user avatar
  • 906
5 votes
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How do I keep a node centered while animating scale in Godot?

Assuming you are scaling with scale, what you need to do is set the pivot_offset to the center of the ...
Theraot's user avatar
  • 27.5k
4 votes
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Unity - Ignore mouse click outside of the UI

Easiest way to handle this is to make a transparent background for your UI and let it catch the raycasts (if you're using them) or the mouse clicks so that the main game doesn't gain the focus of the ...
John Hamilton's user avatar
4 votes
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Strange issue with bool comparing ToString always false - unity c#

Quick Answer: What your code actually currently does is compare references to check that they are the same, not the values of those references. Try changing ...
Jedai Saboteur's user avatar

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