Game UI/UX & Touch Input
Menus, HUDs and touch controls that read well on every screen shape, stay responsive, and don’t cost more frame time than the game itself.
Game UI on mobile has to cope with notches, rounded corners, foldables, tablets and a thumb covering part of the screen. I build interfaces that respect safe areas, scale sensibly across aspect ratios and keep touch targets large enough to hit — close to the 44-point and 48-dp minimums Apple and Google recommend. uGUI or UI Toolkit. I choose per screen rather than per project. uGUI remains the practical choice for HUDs, world-space UI and screens with custom shaders and particle effects. UI Toolkit works well for data-heavy screens — inventories, shops, settings, long lists — where its…