Every screen on this page comes from a demo scene that ships in the package — open it and press Play. Start with the video, then scroll the stills — each section links to the doc page that shows how it's built.

See it moving

UI Effects

Shadows and glows, insets, outlines, gradients, shine sweeps, flash pulses, tiles, dissolves — eight stackable effect types, all drawn by a single SDF uber shader and layered onto any VisualElement with USS classes. No sprite sheets, no baked glow textures.

UI Effects — eight stackable effects on a row of buttons

UI Effects — a second set of stacked shader effects

Text gets its own animated treatment — rainbow, gradient, pendulum, wave, bounce, shake and friends:

Animated text effects: rainbow, gradient, pendulum, wave, bounce, shake

See how the effect classes stack → · Text Effects →

Transition Animations

53 ready-made presets across 7 categories — Attention, Base, Feedback, Loading, Modals, Notifications, Transitions. Play them as ScriptableObject assets from the Inspector, or build sequences in code with the fluent API.

Transition Preset Gallery scene — all 53 preset tiles, click any one to replay its animation

See how transition sequences work →

Your screens become nodes in a NavGraphSO asset — modals, tabs, drill-downs, full-screen takeovers — and at runtime you push and pop them by string id with back-button semantics handled for you.

NavGraphSO open in the graph editor — destination nodes joined by containment edges

See how the navigation stack works →

3D in your UI

A pooled Camera → RenderTexture → UI Toolkit pipeline puts live 3D — characters, particle systems, VFX Graph effects — onto any element. The demo below shows the four ways to feed it: prefab copies, borrowed scene instances, raw RenderTextures on a plain VisualElement, and no-touch observation.

UI Render System demo — the four content modes side by side: Prefab, Instance, Generic, Observe

See how UI Render works →

UI Attractor

The classic fly-to-HUD reward: a burst of pooled VisualElement particles scatters out from the source, then homes into the target element. Pure UI Toolkit — no cameras, no RenderTextures, no ParticleSystem — so it scales to hundreds of coins, gems, or XP orbs.

UI Attractor — fly-to-HUD reward burst homing into the counter

See how bursts are configured →

Responsive Scaling

One UI that fits phones and desktops — density-aware breakpoints for layout, automatic per-device scaling, and a player UI-Scale slider. No separate mobile and desktop builds.

Responsive scaling — one UI adapting across phone and desktop breakpoints

See how responsive scaling works →

Components & full game shells

The component set is themed, focus-navigable, and controller-ready out of the box. Buttons, dropdowns, toggles, text fields, sliders and more all pick up the look from a single stylesheet:

Built-in controls themed by Luna — buttons, dropdowns, toggles, and text fields

Progress bars — radial and linear versions with configurable colors and positive/negative indicators:

Progress Bars component — radial avatars and linear bars

Tooltip — attach to any visual element; here on a skill grid:

Tooltip component — rich tooltips on a grid of skill icons

Input prompts — keyboard and controller icons that swap automatically on control-scheme change, with rebinding support:

Input prompts — controls screens showing keyboard and gamepad icons plus rebind buttons

DialogueSpeech Bubble, Visual Novel, and Tutorial Modal views:

Visual Novel — dual character portraits, speaker label, and dialogue box

Styling is utility-class driven — compose looks straight in UXML, or change one global color and watch the whole project follow:

Change one global theme color and the entire project re-themes — the same screens recolored

And it all assembles into full game shells — main menu, settings, inventory, pause, credits, scene transitions with loading screens:

A spread of Luna screens laid out — menus, settings, HUDs, and game shells

Browse all components → · Browse the views → · The GameFull scaffold →

Try it yourself

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