# UI module
The core of the UI module is various UI components
, these components are pre-made logic corresponding to different abilities (touch, image rendering, masking, typesetting), through the combination of different ability components, to achieve the realization that users need interface.
# Get started quickly
Click UI performance demo to experience it directly in the tool.
Click UI Newbie Guide, and learn according to the process in the tool.
Developer Tools-New Mini Game-Select UI Example Module
to view all the following case examples and codes in the tool.
# resource
- Two-dimensional resource production: Create resources such as pictures, fonts, and atlases
# Scenes and two-dimensional components
- New 2D scene and resolution: The relationship between 2D scene and resolution, and create a new 2D scene
- [Use of two-dimensional nodes](../gameplay/entities/index.md#two-dimensional nodes): the use of basic attributes of two-dimensional nodes and RectTransform
- Use of two-dimensional logic script: Create and use scripts in a two-dimensional scene, such as touching, clicking, adding and deleting node components.
- Use various rendering elements: Basic usage of various two-dimensional rendering components (pictures, graphics, text, rich text).
- Custom Vertex Rendering and Material: the usage of custom vertex components and the introduction of using external materials
# Case Guidelines
- Making buttons and scrolling lists: Button prefabs and applying to scrolling lists
- Making a responsive panel: A prefab of a responsive panel, including scaling adaptation and flex-like cases.
- Make HUD: Simple HUD panel, adapted to special equipment.
- 3D rendering UI: Two-dimensional pictures and text in the case of normal and BillBoard are used in the three-dimensional scene.
# Event Guidelines
- Use touch for 3D interaction: 2D touch components control the movement of 3D/2D objects in the screen
# Animation Guidelines
- Two-dimensional animation development and use: Use the animation editing tool of the tool to develop two-dimensional animationClip, and use the timeline animation.
- DragonBone resource adaptation: Use the provided customizable Adapter to play external skeletal animation and skinning animation.
# External UI resource migration
2D resource import and mixed rendering: NGUI resource import, external bitmap fonts, bone animation, mixed rendering using external Canvas.
# Subdomain drawing
Open Data Component: Use RenderTexture
to communicate, support in subdomains, directly use the UI component
in this solution for typesetting, drawing and touch .