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.
These components sit on top of your game while it is played, or make up its main menu. You find them in the library's Game category.
Game Menu
A main or pause menu: a title and a list of entries, with an arrow on the selected one. The mouse, the arrow keys (or W and S) and a controller move the selection; a click, Enter or the controller's button picks it. Entries are typed one per line: Label · icon · hint · disabled. Disabled entries are greyed out and skipped.
To make each entry do something, use When an Entry Is Picked with Only when in the Actions tab, for example Only when: Settings → Navigate to the Settings screen. See Component events.
Objective Tracker
Quest objectives with a tick when done, counters like 3/5 with a small progress bar, and optional goals. Type them as Text · 3/5 · done · optional. Bind the list to a variable, or change it with actions, and the ticks update as the player makes progress.
Kill Feed
The "who beat whom" list from shooters and battle royales: killer, weapon (text, an emoji or an icon) and victim on each line, newest first. Your own name (Player Name) stands out, and lines fade after a few seconds while playing. Type lines as Killer · weapon · Victim.
Inventory Grid (Pro)
A grid of slots with item icons, stack counts and coloured borders for rarity (common, uncommon, rare, epic, legendary). In Play mode and in your game:
- Drag an item onto another slot to move it, swap the two items, or stack the same item (up to Max Stack).
- Tap an item to select it; its name shows under the grid.
Type one slot per line: Name · count · icon · rarity, with - for an empty slot. In Unity and Godot your code can add items with one call; they go onto stacks of the same item first.
Boss Health Bar (Pro)
A big boss bar: the boss's name, the health with a light damage trail that waits a moment and then catches up after each hit, a blue shield over it, phase markers (like 66% and 33%) and the value. Bind Health to a variable your game lowers.
Tip: Use When the Phase Changes to make the boss angrier at each marker, and When the Boss Is Defeated to open a victory popup.