Rigonix Game UI Builder

Lists and repeaters (shop, levels, leaderboard)

Design one card and show it for every item of a data list.

Shops, level lists, leaderboards and inventories all show the same card many times, once per item. In Rigonix you design one card, and a repeater copies it for every item in a data list.

The idea in three parts

  • A data list holds the items, like a little spreadsheet. The shopItems list has a name, price, icon and rarity for every item.
  • A card is a normal group of elements (background, icon, name, Buy button) where each element shows one field of the item.
  • A repeater shows one card for each row of the list, in a list, row, grid or carousel. If there are too many items, it scrolls.

The quickest way: from a data list

  1. Click an empty part of the canvas and open the Data tab on the right.
  2. Click New list, name it, and add its fields (for example name, price, icon). Add a few sample rows.
  3. Open the list and choose Show this list on the screen. Rigonix builds a ready-made card for you.

Note: The rows you type are sample data, so you can see how it looks. Your game sets the real list at runtime (see Connect the UI to your game code). Pro and Max users can also Import JSON / CSV.

Or turn your own design into a repeater

  1. Design one card: a panel, a text, an icon, a button.
  2. Select all of it and click Repeat for each item… at the top of the right panel.
  3. Pick the list, then tell each element which field it shows.

Change the layout

Select the repeater (click it in Layers, or click the edge of the list). In the right panel:

  • List: which data list it shows.
  • Card: each element of the card and the field it shows, such as {item.name}.
  • Layout: List, Row, Grid (with a number of Columns) or Carousel, plus gaps and padding.
  • Card Size: width and height of one card.

To edit the card, double-click it on the canvas. Every card copies the first one.

Elements nested inside a card element (see Nesting) are repeated with it, so a card can be a panel with its own text, icon and button inside. Nesting a new element into a card element later makes it part of the card too.

Buttons inside cards

A Buy button in a card should tell your game which item was bought. Give it the action Item Action (tell the game) and name it, for example buy. In Play mode a small message shows "buy → Star Booster". In Unity your code receives the action name and the item. See Connect the UI to your game code.

Counting fields: 1, 2, 3…

A number or text field of a list can count up. In the list's type, open the field and turn on Counts up on each new row. Every new or duplicated row then gets the next value: 1, 2, 3 (pick the start and the step, such as 10 or -1), or for a text field a pattern like Level {n} → Level 1, Level 2. Rows keep counting from the largest value, so deleting rows never repeats a number; Renumber counting fields in order numbers them again from the top. In Unity, items your game adds with Add() get the next value too when they have none.

Card looks that depend on the item

In a card element's Data tab, a property can follow an item field. For example, the card border can be grey for common items and gold for legendary ones, or a lock icon can be visible only when locked is true. The Shop and Level Select templates show both.