Rigonix Game UI Builder

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.

These components build the screens around your game: upgrades, rewards, settings and loading. You find them in the library's Game category.

Skill Tree (Pro)

Skills in tiers, joined by lines. Each skill is owned, available (the skills it needs are owned and there are enough points) or locked. In Play mode, tap an available skill to unlock it: its cost comes off Skill Points.

Type the skills in Properties, one per line: Name · tier · needs · cost · icon, for example:

Power Strike | 1 | | 1
Whirlwind | 2 | Power Strike | 2
Titan | 3 | Fortify, Whirlwind | 3

Owned Skills and Skill Points can be bound to variables, so your game saves them.

Reward Track (Pro)

A battle pass or season track: a free and a premium reward per tier along a level line. Rewards up to Level Reached can be tapped to claim them; premium rewards need Premium unlocked. The view follows the level. Type tiers as Free reward · icon · Premium reward · icon.

Stat Allocation

RPG attributes like Strength and Agility, with − and + buttons. Each + spends a point from Points to Spend, and a stat never goes below its starting value or above Max per Stat. Stats show as pips or a bar.

Loading Screen

A complete loading screen: a title, a progress bar with its percent, tips that change every few seconds (a tap shows the next one) and a ring or dots spinner. Bind Progress to a variable your game fills from 0 to 100.

Chat Box (Pro)

In-game chat: channel tabs (the first one shows everything), coloured names, grey system lines and a message box. In Play mode and in your game, type a message and press Enter or Send. Lines are typed as Name · message · channel; a line without · is a system message. In Unity and Godot the chat tells your code when the player sends something, so you can pass it to your server.

Damage Numbers

Floating combat numbers: each time Amount changes, a number pops up and floats away. Big hits (from Critical From) are bigger and show "CRIT!"; negative amounts are heals in green. Bind Amount to a variable, such as lastDamage. While you design, three samples show how they look.

Key Bindings

A controls screen: each action with its key and an alternate key. In Play mode, tap a key and press the new one. Esc cancels and Backspace clears. A key used twice turns red. Type bindings as Action · key · alternate.

Tip: All of these can fire their own events in the Actions tab, like When a Skill Is Unlocked or When Loading Finishes. See Component events.