Screens

The front end is one prefab (Content/Prefabs/FrontEnd.prefab) with every screen. One instance survives scene loads, and there is always exactly one EventSystem. Turn screens you don't need off in the kit window (Setup tab > Screens): they are removed when the game starts, and the buttons leading to them hide.

Screen What it does
Title Your game's name and "Press any key".
Main menu Continue (only when a save exists), New Game, Load Game, Settings, Credits, Quit.
Settings Tabs of settings, help text for the focused setting, Apply, Cancel, Reset Category, Reset All. Leaving with unapplied changes asks Apply / Discard / Keep editing.
Credits Scrolls a text file you provide (simple # headings).
Pause Resume, Settings, Main Menu (asks first), Quit (asks first).
Loading Progress bar, rotating tips from a text file, optional "Press any key to continue".
Confirm dialog Yes / No questions (quit, back to main menu, unsaved changes, key conflicts).
Display change "Keep these display settings?" with a 15-second countdown.
Controller disconnected Shown when the last gamepad disconnects during play (optional).
Pause menu, Tactical theme
Pause menu, Tactical theme

Scene modes #

Put a Menu Scene Mode component in each scene:

  • Front End (menu scenes): the menu shows on load, optionally with the title screen.
  • Gameplay (levels): the menu is hidden; Esc / Start pauses.
  • Hidden: the menu stays out of the way (cutscenes, loading levels).

Keyboard, mouse and gamepad work everywhere. Focus is always visible and comes back to the button you left when you go back. Back is Esc or the gamepad's east button.

Text #

Every text can be translated (Languages). Texts shrink to fit long translations instead of being cut off; the game title may take two lines.

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