Code-based UI library for development menu for Unity
- Undo/Redo surpport (runtime only)
- Inspector-like visual editor for Gradient and AnimationCurve at runtime
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Please remove the RosettaUI.UIToolkit package from the Package Manager.
In Ver2, the RosettaUI.UIToolkit package is now included in the RosettaUI package.
This package uses the scoped registry feature to resolve package dependencies.
Edit > ProjectSettings... > Package Manager > Scoped Registries
Enter the following and click the Save button.
"name": "fuqunaga",
"url": "https://registry.npmjs.com",
"scopes": [ "ga.fuquna" ]
Window > Package Manager
Select MyRegistries> fuqunaga > RosettaUI and click the Install button
RosettaUI recommends using Input System.
See Tips.
Install according to the official documentation.
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.5/manual/Installation.html
- Add
Packages/RosettaUI/UIToolkit/Runtime/RosettaUIRootUIToolkit.prefabto the Hierarchy. - Write code to generate an
Elementinstance. - Call
RosettaUIRoot.Build(Element)to generate the actual UI (see ExampleSimple).
π Examples are available in this repository.
We recommend downloading and checking it out.
| Platform | Support |
|---|---|
| Windows | β |
| Mac | Maybe (not tested) |
| Linux | Maybe (not tested) |
| IL2CPP | Not supported |
During UI operations, input to the application is suppressed by replacing the keyboard, pointer, and mouse devices with dummies.
// false while RosettaUI focused
if ( Keyboard.current[Key.A].wasPressedThisFrame )
{
// do something
}For LegacyInputSystem, refer to RosettaUIRoot.IsFocused().
if ( !RosettaUIRoot.IsFocused() && Input.GetKeyDown(KeyCode.A) )
{
// do something
}PrefsGUI - Accessors and GUIs for persistent preference values using a JSON file



