Luna ships with three samples in the com.cupkekgames.luna package, plus one demo in a sibling CupkekGames package. For setup instructions, see Quick Start.
LunaShowcase scene + LunaStorybook component browser + per-component scenes for specials (DragAndDrop, Effects, LoadingScreen, UIAttractor, RPG, Tooltip variants, etc.). Requires only Luna's bundled deps (the foundation primitives plus data + graphs).LocalizationViewStyleSwitcher applies a locale-<code> USS class to every UIView, and the only shipped styling is the Essentials theme's .locale-ja hook that repoints the font tokens to the bundled Japanese SDF font. Wiring actual Unity Localization data (Locale list, String Tables, LocalizedString bindings) is your job (see GameFull → Known caveats). Install via Tools > CupkekGames > Package Manager.com.cupkekgames.inkbridge. Ink narrative scripting integrated with Luna's VisualNovel component — choices, branching dialogue, dialogue effects.Looking for the old Newtonsoft Save Demo or a standalone Localization demo? The save demo was absorbed into GameFull on 2026-05-13. There is no separate Localization demo scene: Luna ships only the runtime
LocalizationViewStyleSwitcher(which applies alocale-<code>USS class to every UIView) plus the Essentials theme's.locale-jahook and the bundled Japanese SDF font — wiring the actual Unity Localization data is left to you. Details in the Release Notes.
Asset Sources — credits and licenses for the third-party content used in Luna and its samples.
The samples double as the production reference. When you need a working example of a specific pattern, this is the map:
| Pattern | Sample | Files |
|---|---|---|
| Main menu (save-aware Continue / New / Load / Quit) | GameFull | Scripts/UI/MainMenuViewExample.cs |
| Tab hub with Switched channels and per-tab stacks | Showcase | EsportLobby/Scripts/Screens/EsportLobbyShell.cs and the LunaShowcase screen shells |
| Reusable drilldown with typed per-push args | Showcase | LunaShowcase/Scripts/Screens/Details/HeroDetailScreen.cs receiving HeroDetailArgs; see Typed Destinations |
Awaitable confirm modal (PushAsync<int> + ChoicePopupArgs) | GameFull | Scripts/UI/PauseMenuViewExample.cs, Scripts/UI/MainMenuViewExample.cs |
| Pause flow (Esc trigger, modal, resume/quit decisions) | GameFull | Scripts/UI.Generic/Pause/PauseEscapeTrigger.cs, Scripts/UI/PauseMenuViewExample.cs |
| Settings screen as a Switched tab container | GameFull | SettingsGameFull prefab + the four SettingsTab* prefabs |
| Save/load UI over a real save system | GameFull | Scripts/SaveSystem/, Scripts/UI/GameSaveViewListExample.cs |
| Inventory / equipment with drag-drop and stat compare | GameFull | Scripts/UI/Inventory/EquipmentViewPagination.cs |
| Scene transitions between menu and gameplay scenes | GameFull | Scripts/UI/SceneTransition/ |
| In-game HUD bound to live data | GameFull | Scripts/UI/GameHudView.cs, Scripts/UI/ResourceChipBinder.cs |
❗ Import Essentials first. Showcase and GameFull resolve their theme, fonts, panel settings, and prefabs through it via sibling-relative paths — without it, scenes load unstyled.
Whichever sample you're after, follow the import choreography in Quick Start.
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