Rigonix Game UI Builder

UI Toolkit export

Export UXML and USS for Unity's UI Toolkit, instead of or next to Canvas UI.

Unity has two UI systems. Canvas (uGUI) is the classic one with GameObjects. UI Toolkit is the newer one, built from UXML and USS files (a bit like HTML and CSS). Rigonix can export to either one, or both. UI Toolkit export is part of the Max plan.

Export for UI Toolkit

  1. Click Export.
  2. Under Unity UI system, choose:
  • Canvas (uGUI): classic Canvas UI with prefabs.
  • UI Toolkit: UXML and USS documents.
  • Both: a Canvas scene plus UI Toolkit files.
  1. Click Download .rigonix and import it with Rigonix → Import Project as usual.

What you get

The files go into a UI Toolkit folder inside the imported project:

  • One UXML file per screen, with a USS style sheet. Positions, anchors, images (with 9-slice), text, fonts and colours match the Canvas version.
  • Hover, pressed and focused looks as USS :hover, :active and :focus styles.
  • Toggles, text inputs and dropdowns as real UI Toolkit controls.
  • Checkboxes, radio groups, checkbox lists, tabs (with their panels), breadcrumbs, carousels and radial cooldowns / sliders that work just like in the Canvas build: click, swipe, drag, autoplay and their actions.
  • Repeaters that show a card for every item of their data list, filled in from the item, and scroll.
  • A UIDocument with a Rigonix controller that shows your screens, keeps the Back history, opens and closes popups, plays animations, and runs your actions (navigate, back, show and hide, enable and disable, set variable, play sound) and gamepad navigation.

From code, the controller lets you show screens (Show("Settings")), go back, find elements (Element(name)) and widgets (Widget(name)), and listen to clicks (Clicked), widget changes (WidgetChanged) and a shop card's Item Action (ItemAction). The generated MyGameUI.Data.MyList.Set(items) fills UI Toolkit repeaters too.

Good to know

Texts, bars and toggles bound to variables update live in UI Toolkit, just like on the Canvas. Setting a variable from code (MyGameUI.Vars.Coins.Value = 42) changes the UI Toolkit document too: both use the same variables. Two-way bindings work the other way as well, so flipping a bound toggle or typing in a bound input field sets its variable.

Which one should I pick?

  • Canvas (uGUI) if you are not sure. Most tutorials and assets use it, and it's the most complete.
  • UI Toolkit if your project already uses UI Toolkit, or you prefer working with UXML and USS.
  • Both to compare them, or to move from one to the other step by step.

You can change your choice at the next export. Your design in Rigonix stays the same either way.