Rigonix Game UI Builder

Textures: wood, gold and your own

Fill any colour with a texture from the library or your own picture; tint, zoom, turn, tile, blur and fog it.

Any colour can be a texture instead: wood, gold, stone, leather, lava… or a picture of your own. Panels, buttons, bars, toggles, tabs, text and the rest all take them.

Pick a texture

Next to every colour you'll find a Texture button. Click it to open the texture library:

  • The tabs at the top filter by kind: Wood, Metal, Stone, Fabric, Nature, Gem, Pattern.
  • My images lists your own pictures. Click Upload your own texture to add one. Seamless (tileable) pictures repeat without visible edges.

Adjust it

Once a colour holds a texture, its settings change to the texture editor:

  • Tint: a colour multiplied over the texture. White keeps its own colours; brown makes oak darker, red turns gold into copper.
  • Tile or Stretch: repeat the texture, or spread one copy over the whole element.
  • Zoom: make the pattern bigger or smaller.
  • Rotation: turn the pattern (diagonal wood grain, for example).
  • Offset X / Y: move the pattern.
  • Opacity: make the texture see-through.
  • Blur: soften it, for a background that shouldn't distract.
  • Fog and Fog colour: a haze over the texture, for a misty or faded look.
  • Tiles: how many copies across and down the element (0 = the texture's own size).

Click Use a colour to go back to a plain colour.

Tip: Click the small picture of the texture to swap it for another one without losing your settings.

Where it works

  • Web-drawn components (buttons, panels, text, images, your uploaded components): every colour.
  • Native controls (bars, toggles, dropdowns, input fields, radial sliders, tabs, checkboxes and the other widgets): their main fills, such as a bar's track and fill or a toggle's track and knob. Colours that can't take one simply have no Texture button.
  • Borders, shadows and outlines use the texture's tint colour.

In Unity

Web-drawn components arrive with the texture in their picture. Native controls get the texture as a real Unity texture, tiled and tinted the same way (Live Sync sends it). In UI Toolkit a texture can't be turned or blurred; it keeps its tint, opacity and fog.

For admins

The texture library is managed in Admin → Textures: upload, rename, sort into kinds, hide or delete. Hidden textures stay on elements that already use them.