Rigonix Game UI Builder

Health bars, progress bars and radial sliders

Show health, loading and cooldowns, and make bars follow your game's values.

Bars show how much of something there is: health, energy, loading progress. Radial sliders are round bars, perfect for ability cooldowns.

You'll find them in the library under Sliders & Bars and Radial Sliders.

Health bar and progress bar

In Properties:

  • Value (%): how full the bar is, from 0 to 100.
  • Colors: Fill Color and Fill End Color (the fill fades from one to the other), Track Color (the empty part) and Border Color.
  • Radius and Border: rounder corners and a thicker outline.
  • Show Label / Show Value: writes text such as "HP 75%" on the bar.
  • Track Image and Fill Image: use your own art instead of colours (see skins).

The Health Bar has a label and an icon. The Progress Bar is the simpler, slimmer one, good for loading screens.

Make the bar move

A bar should follow a value in your game. Open its Data tab and bind Value to a variable such as health. When the variable changes (in Play mode, from an action or from your Unity code), the bar moves on its own. See Variables.

Tip: To see the bar at a different level, change the variable's Default in the Variables tab. The bar on the canvas follows.

Radial cooldown / slider

This component has two modes, chosen under Component Mode:

  • Cooldown Timer: the ring drains over Cooldown (sec) seconds, like an ability waiting to recharge.
  • Radial Slider: a round slider. Turn on Draggable Knob Handle so the player can drag it.

Other settings:

  • Start Origin: where the ring starts (top, right, bottom or left).
  • Ring Thickness, Cap Style (round or flat ends), Clockwise.
  • Readout Format: the text in the middle, as a countdown (3.0s), a percentage, value / max, the raw value, or none.
  • Center Icon: an icon in the middle, such as the ability's symbol.

A slider the player can drag

Use the radial component in Radial Slider mode with Draggable Knob Handle on, for example for a volume dial. Bind its value to a variable in the Data tab (for example musicVolume). When the player drags the knob, the variable follows.