I'm working on a TBS game in another engine, but want to migrate to Unity because it greatly simplifies the asset pipeline. However, most of my game objects aren't visible, but are stored in data structures and represented as gui elements. I'm currently trying (and failing) to wrap my head around the switch to Unity's visual editing system. For example, one component of my UI scheme involves populating a scrollview with a list of draggable icons corresponding to objects in a hashmap.
I'm looking for examples of similar games in Unity so that I can figure out exactly how I can go about making the switch.
A lot of the GUI scripting makes things like lists, scroll bars, etc. quite easy. I'd just search GUI inside of the script reference of the manual and go wild trying out everything they give examples for.
Most of the confusion probably comes from not thinking of things in traditional terms. You're probably thinking of a GameObject to have to be a duck, or a superhero, or a fire hydrant... but it can just as easily be a plane, situated facing the camera with a texture on it that you can drag around and holds a dozen different values but for all intents and purposes, appears to be nothing more than an icon.
I actually think a GUI-driven game would be a very easy first project as it doesn't require a lot of diddling around with vectors and rotations and physics and all that.
Unfortunately I don't have an example for you to take a look at, though. If you have any specific questions though as you start learning Unity, feel free to post a new question about it and I'm sure you'll get a quick answer. In the meantime, keep your nose in the manual, as it can get you out of 75% of your scrapes (especially the script reference). :)
answered Jan 01 '11 at 12:31 AM