Introduction

πŸŒ™ Luna UI

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Shader UI effects, 53 transition presets, a full component + views library, graph-based navigation, live 3D inside menus, fly-to rewards, gamepad-ready focus navigation, responsive scaling for mobile & desktop β€” a complete UI Toolkit framework for Unity 6. Pure UI, no game-system coupling.

⚠️ Requires Unity 6000.6 or later.

(See the Asset Store listing for current pricing.)

Where to start

Three paths, pick one based on where you're coming from:

If you're…Start here
New to UI Toolkit entirely β€” never touched it, want orientation firstWhat is UI Toolkit? β€” two-minute mental-model intro
Familiar with uGUI, weighing whether to switchWhy UI Toolkit? β€” side-by-side comparison
Already know UI Toolkit, just want Luna runningQuick Start β€” 5 minutes to first Play; 10 with the anatomy tour

After Quick Start: First View for writing your own, or jump straight to Components / Views to browse what ships.

Looking for something specific?

What makes Luna different

UI Effects β€” eight stackable shader effects β€” outer (shadow & glow), outline, inner overlay, gradient, shine, flash, tile, dissolve β€” drawn by one uber shader and authored from USS classes, with no source textures to slice.

UI Effects β€” outer shadow & glow, outline, gradient, and dissolve stacked on a row of buttons

UI Effects β€” a second set of stacked shader effects on a row of elements

Transition Animations β€” 53 ready-to-play presets across 7 categories (modals, notifications, attention, loading and more), reusable as ScriptableObjects or built in code with a fluent API.

Transition Animations β€” the 53-preset gallery

Interaction Juice β€” press, release and hover reactions as designer-authored profiles you attach to any element, plus juice slots baked into the components: progress bars flash and shake, cooldowns pulse and pop when ready, tabs punch and slide β€” all wired from UXML, zero code.

Component Library β€” every built-in control restyled, plus custom components UI Toolkit doesn't ship: linear and radial progress bars with damage indicators and juice slots, tooltips with smart positioning, tab views, cooldown wipes, pie charts, pagination, input prompts and more.

Component library β€” Luna progress bars in many styles

Tooltip β€” rich tooltips on a grid of skill icons

Ready-Made Views β€” the screens every game needs, already built: main menu, settings, save/load, pause, credits, loading, notifications, confirmation popups β€” plus a full dialogue stack with visual novel view, speech bubbles and tutorial modals.

Settings view β€” ready-made settings screen with audio, display and input sections

Visual Novel β€” dual character portraits, speaker label, and dialogue box

Navigation Graph β€” author screens, modals and tabs as nodes on a graph canvas, then push and pop by string id; back-button semantics come for free.

Navigation Graph β€” the authoring canvas beside the running game

3D-in-UI Render β€” a pooled Camera β†’ RenderTexture pipeline drops live 3D models, particle systems and VFX Graph effects straight onto your UI elements.

UI Render β€” live 3D content rendered inside UI

UI Attractor β€” coins, gems and XP orbs that burst from a source and fly home to the HUD β€” pure pooled VisualElements with two-stage scatter β†’ home motion, no cameras or particle systems.

Spotlight β€” onboarding tours that dim the whole screen except the element you're teaching, glide the highlight from step to step, and gate input until the player follows along.

Text Effects β€” 12 per-character animations β€” wave, bounce, shake, rainbow, swing and more β€” applied with simple rich-text tags inside any label; dialogue text that actually feels alive.

Gamepad-Ready β€” focus navigation across every view, device-aware input prompts that swap glyphs when the player switches from keyboard to controller, and a layered escape/back stack.

Input Prompts β€” device-aware button glyphs

Theming β€” one theme stack drives colors, sizes, fonts and borders across everything; swap palettes at runtime, or generate your own with the Palette Generator.

Theming β€” change one global theme color and the entire project re-themes

Responsive Scaling β€” one UI that fits phones and desktops: density-aware breakpoints for layout, automatic per-device scaling for size, and a player UI-Scale slider β€” no separate mobile and desktop builds.

Responsive β€” the same screen adapting across phone and desktop widths

GameFull Sample β€” a complete game shell to learn from or build on: save-aware main menu, reactive HUD, pause menu, inventory with drag-and-drop and a loot loop, save/load, settings with input rebinding β€” all wired through navigation graphs and real saves.

Also in the box

  • Drag & Drop β€” pointer-driven dragging with visual feedback and drop-slot detection
  • Stagger Entry β€” list and grid items that cascade in one after another
  • UI Effect Baking β€” bake shader effect stacks to plain USS for zero runtime cost
  • GridView β€” data-driven grids with pagination; the base the Inventory view builds on
  • Value Comparison β€” stat-change arrows and before/after lines for equipment screens

See it in action

A spread of Luna screens β€” menus, settings, HUDs, and game shells

More screenshots and the showcase video β†’ Gallery

Settings

Theme

Light

Contrast

Material

Dark

Dim

Material Dark

System

Sidebar(Light & Contrast only)

Light
Dark

Font Family

DM Sans

Wix

Inclusive Sans

AR One Sans

Direction

LTR
RTL