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We’re trying something different for this week’s #unitytips Tuesday! In this thread, the design team gives you some insight into the process behind a great Unity 2019.1 addition, Shortcut Manager.
It all starts with an idea - and this one was about making hotkeys more accessible. How can we make it easier to assign, manage, debug, and understand all your hotkeys in Unity?
Once we’ve explored the concept a bit and done some sketches, out come the wireframes. We’ve got some old-school designers that still like to use @Balsamiq for interaction callouts, states, and rapid iterations.
Once we’ve reviewed the wireframes and have a good understanding of the direction, we jump into @Sketch to refine things and do visual explorations. Colors, states, iconography, and visual interactions come alive here.
Once we have a rough idea of the visual direction, we hop over to @Framer and start spinning out prototypes. This helps us explore states, events, and other interactions to get a feel for how this all comes together in the product.
After many months of iterating and bouncing between implementation and design details, the feature made it into your hands, as part of Unity 2019.1: blogs.unity3d.com/2019/04/16/int…
We’re excited to see what Shortcut Manager unlocks for you. Please swing by our forums to leave us feedback so we can continue to improve it! forum.unity.com/forums/editor-…
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