Documentation
Getting started
- Welcome to Rigonix: What Rigonix is, how these docs are organised and the five-minute version.
- Create your first project: Make a project, add ready-made screens and find your way around the dashboard.
- A quick tour of the editor: The toolbar, the left and right panels, the canvas, the screen tabs and the shortcuts you will use most.
- Add, move and resize elements: Add components from the library, then select, move, resize, duplicate and delete them.
- Change text, fonts and colours: Edit words right on the canvas or in Properties, and change fonts, sizes and colours.
- Save your work and try it in Play mode: How saving works, and how to click through your screens like a player.
- Work with screens: Add, rename and remove screens, set their size and background, and move between them.
Components
- Buttons: Change a button's text, icon, colours and shape, and make it do something.
- Text labels: Titles, hints and scores: style text, make it fit, and show changing numbers.
- Text effects: gradients and 3D: Outline, shadow, curve, gradient types (split, shine, radial, more colours) and 3D game titles.
- Panels and icons: Boxes behind your content, small pictures, and grouping them.
- Toggles, checkboxes and radio groups: On/off switches, ticks and single-choice lists, and connecting them to settings.
- Health bars, progress bars and radial sliders: Show health, loading and cooldowns, and make bars follow your game's values.
- Dropdowns and text inputs: Let players pick from a list or type a name, a number or a code.
- Tabs, carousels and breadcrumbs: Switch pages inside a screen, slide through pictures and show where the player is.
- Decoration: light bursts, sparkles, confetti, ribbons and more: Light bursts, sparkles, confetti, coin showers, bubbles, snow, starfields, shine sweeps, rings, sunbursts, auras, spotlights, speed lines, dividers, ribbons and seals.
- Game components: gauges, spin wheel, dialogue and more: The Game category: gauge, speedometer, leaderboard, spin wheel, radial menu, cards, badges, ability button, joystick, item slot, dialogue, timer, coins and button prompts.
- Menu and progression: skill tree, battle pass, stats, loading, chat: Skill tree, reward track (battle pass), stat allocation, loading screen, chat box, damage numbers and key bindings.
- Gameplay: objectives, kill feed, game menu, inventory, boss bar: Objective tracker, kill feed, a keyboard and controller game menu, a drag-and-drop inventory grid and a boss health bar.
- Lists and repeaters (shop, levels, leaderboard): Design one card and show it for every item of a data list.
Make it interactive
- Actions: make buttons do things: Triggers and actions: go to screens, show and hide things, change variables, and more.
- Component events: when an entry is picked, a skill unlocked…: Each game component's own events in the Actions tab, and "Only when" to run them for one entry, prize or skill.
- Popups and toasts: Pause menus, dialogs and short "+50 coins" messages.
- Animations: Make elements bounce, fade and slide when screens open, on hover or on a loop.
- Hover, pressed and disabled looks: See and use the looks of an element when it is pointed at, pressed or disabled.
- Variables: coins, health and settings: Your game's values: show them, change them and react to them.
- UI sounds: Click and hover sounds for the whole project or one element, and your own sounds.
Layout & design
- Align, distribute, group and layers: Guides, alignment, smart duplicate, groups, locking and hiding.
- Put elements inside elements: Nest elements like Unity GameObjects: children move, rotate, scale, animate and hide with their parent, and a parent can lay them out.
- Fit every screen size: Preview phones, tablets and wide screens, and use anchors so nothing drifts or overlaps.
- Project theme: One font, corner style and colour set for the whole project.
- Textures: wood, gold and your own: Fill any colour with a texture from the library or your own picture; tint, zoom, turn, tile, blur and fog it.
- Corners and glow: Round each corner on its own and add a glow round any element's border.
- Templates and your own components: Ready-made screens, and saving your own designs to reuse.
Unity
Godot
- Get your UI into Godot: Add the Rigonix add-on to Godot 4, import your .rigonix file and use it from GDScript.
Going further
Account