
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.
β οΈ Requires Unity 6000.6 or later.
(See the Asset Store listing for current pricing.)
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 first | What is UI Toolkit? β two-minute mental-model intro |
| Familiar with uGUI, weighing whether to switch | Why UI Toolkit? β side-by-side comparison |
| Already know UI Toolkit, just want Luna running | Quick 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.
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.


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.

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.


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.


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.

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 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.

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.

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.

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.

More screenshots and the showcase video β Gallery
Settings
Theme
Light
Contrast
Material
Dark
Dim
Material Dark
System
Sidebar(Light & Contrast only)
Font Family
DM Sans
Wix
Inclusive Sans
AR One Sans
Direction