Rigonix Game UI Builder

Get your UI into Godot

Add the Rigonix add-on to Godot 4, import your .rigonix file and use it from GDScript.

Rigonix works with Godot 4 too. The same .rigonix file you export for Unity imports into Godot as ordinary scenes of Control nodes: bars, toggles, inputs, dropdowns and tabs work, texts are live Labels, and every picture, font and sound is saved in your project. Actions, animations, variables, data lists, translations and controller navigation come with them.

What you need

  • A Godot 4.3 or newer project. The standard version is fine: the add-on is GDScript only, with no C# or .NET.
  • The Rigonix add-on for Godot: download it from the Godot integration page, or from the Export dialog in the editor.

Add the add-on to your project

  1. Unzip the file you downloaded. It holds an addons folder with rigonix inside.
  2. Copy that addons folder into your Godot project's folder, next to project.godot. If the project already has an addons folder, put rigonix inside it.
  3. In Godot, choose Project → Project Settings → Plugins and turn on Rigonix UI Toolkit.
Tip: Leave Project Settings → Display → Window → Stretch → Mode on disabled (the default). The UI scales itself to the screen the same way it does in Unity and in Rigonix. Godot's own stretch modes would scale it a second time.

Export and import

  1. In Rigonix, click Export in the top right corner, then Download .rigonix.
  2. In Godot, choose Project → Tools → Rigonix: Import Project… and pick the file. A password-protected file asks for its password.
  3. The UI scene opens. Press F6 to run it: your menus work, with the same actions, animations and sounds as in Play mode.

The import writes everything into res://rigonix/<your project>/:

What · Where :--- · :--- One scene per screen · screens/ The UI scene, with every screen in it · <Project>_UI.tscn (one per scene when your project uses scenes) Pictures, fonts and sounds · textures/, fonts/, sounds/ Your saved components · library/

To use the UI in your game, instance <Project>_UI.tscn in a scene of yours.

Keep your own work safe

Importing again, and Live Sync, rebuild the generated scenes. Nodes and scripts you add inside them are kept where possible, but the safest place for your own work is a scene of yours that instances the UI scene. Make design changes in Rigonix, not in the generated scenes.

Use it from your game code

Each import writes a script with a global class named after your project, so you can reach your UI by name, with autocompletion:

MyGameUI.MainMenu.play_button().clicked.connect(start_game)
MyGameUI.Hud.health_bar().value = 72
MyGameUI.Vars.coins.value += 10              # everything showing coins updates
MyGameUI.Settings.show("fade")
MyGameUI.Data.shop_items().set_items(items)  # the shop's cards follow the list

Don't edit that script: it is written again on every import. Rename things in Rigonix instead.

Live Sync

With the add-on turned on, the Godot editor answers Rigonix's Live Sync, exactly like Unity does (Pro and Max). Keep Godot open, then click the Live Sync button in the Rigonix toolbar. See Live Sync.

Updating the add-on

Download the new version, close Godot, delete addons/rigonix in your project and copy the new one in its place. Your imported scenes stay as they are. Import your project once more to pick up the new features.

Good to know

  • Text shadows are drawn without blur, and italics are slanted when the font has no italic file.
  • The same file works in Unity and Godot, so you can try both.