The systems that make Luna more than a component library. Everything below ships in the box — pure UI Toolkit, no game-system coupling.
The headliners
- UI Effects — eight stackable shader effects — outer (shadow & glow), outline, inner overlay, gradient, shine, flash, tile, dissolve — drawn by one uber shader and authored from USS classes; no source textures to slice.
- Transition Animation — 53 preset animations across 7 categories, reusable as ScriptableObjects or built in code with a fluent builder API, integrated with every UIView.
- Navigation Graph — screens, modals and tabs authored as nodes on a graph canvas; push and pop by string id with back-button semantics built in. (Reference lives under Framework.)
- UI Render — pooled Camera → RenderTexture → UI Toolkit pipeline that puts live 3D models, particle systems and VFX Graph effects directly onto UI elements.
- UI Attractor — fly-to / collect bursts (coins, gems, hearts) as pooled VisualElements with two-stage scatter → home motion — no cameras, no RenderTextures, no ParticleSystem.
More features
- Drag & Drop —
DragAndDropManipulator handles pointer events, drag visuals and drop-slot detection; extend it for your own payloads.
- Text Effects — 12 per-character text animations (wave, shake, rainbow, bounce…) applied with simple rich-text-style tags.
- Stagger Entry — cascade a view's children in one after another on screen entry, authored as a multi-target transition entry with a step delay.
- TransitionToggleRepeat — loop a USS class toggle for breathing panels, pulsing buttons and other repeating idle animations.
- Responsive — breakpoint USS classes applied to the root of every registered UIView from one call; author
.breakpoint-* rules and switch at runtime.
- UI Effect Baking — editor tool that pre-renders a static effect stack into a 9-slice PNG so static cards and panels batch like a regular sprite.
Utilities
- UI Color System — utility-first USS color classes (Tailwind-style) for backgrounds, borders, text and image tints.
- Coordinate Utilities — screen ↔ world coordinate conversion for both ScreenSpace and WorldSpace UI panels.
- FadeableMono — MonoBehaviour base class with Inspector-configurable lifecycle fade in/out actions.
- Value Comparison — old → new value display with increase/decrease coloring; domain-agnostic (inventory, stats, settings diffs).
- UIPrefabLoader — keyed UI prefab spawner that shows views on spawn and fades them out before destroy.
Want all of it in your project? Get Luna on the Asset Store — see the listing for current pricing.