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Enhance your User’s eXperience!
UX includes a wide range of tools and features to help you deliver a superior user experience. The kit includes a range of code free UI behaviours like
UX includes system to help you gather feedback, enrich game/system logs and even batch manage multi-scene loading and unloading.
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Easy user Commands
Learning: Command System
The Command System works with System Core's GameEvents to enable an easy to use and flexable command system for your next project. Commands can be parsed from string input and used to invoke game events on demand with or without arguments. This can be used for simple player commands such as emotes, chat wisper, help commands, etc. or used to drive more complex systms such as macros and end user scripting.
How does it work?
Create your commands as GameEvents in your asset database, the name of the event will be used as its command text. You can use String Game Event to pass the arguments of a command along with it or you can use the Command Director to parse arguments ahead of time and use more complex or even custom game events with detailed paramiters.
Once you have your GameEvents defined you link them to a Command Library this represents the set of commands the system will listen for and defines how the commands will be identified. The Command Library can be used to parse through any text searching for matching commands and optonally invoke any command found. You can also use tools such as the Command Director to pass command data into your own systems where you can perform additional logic such as parsing arguments for more complex commands.
Animated Cursors
Learning: Cursor System
The cursor system allows for easy code free context sensitive mouse cursors with support for animation.
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Rules based Drag and Drop
Learning: Drag and Drop System
The drag and drop system makes it easy to create drag-able, intractable elements and to define rules for drop points with no coding required.
Use the flexable Tag system to discribe dragable items as well as the rules for drop containers to create inventory systems, spell books, crafting UIs and much more!
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Interaction Tools
Learning: Interaction Tools
Interaction Tools is a collection of simple behaviors that help you deliver a more responsive user experience quickly, easily and with a high degree of quality.
Simple components like the Hold Event let you define a key to be held and a time to thold it before raising a Unity Event similar to a uGUI Unity Button's click event. Other tools like the Play On Demand component can be used to drive UI auido feedback.
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Logging and Feedback
Learning: Logging and Feedback Tools
User eXperience kit helps you gather rich game data in a well formatted log, and then feed that data from within your game tools such as Trello, Zendesk, Unity's User Reporting, etc. and to help you capture and save screenshots for the full screen or sections of the screen.
Managing Scenes
Learning: Scene Tools
The Scenes object helps you manage multi-scene, additive scene game architecture patterns. Multi-scene and additive scene paradigms can significantly improve performance and give you the developer a lot more flexibility in terms of design and architecture decisions; that is it allows you to group your scenes with respect to your games use as opposed to a single scene system where each scene exists on its own in isolation, and as a result must be a large monolithic structure which is slow to load and cumbersome to manage.
Selection System
Learning: Selection System
UX Complete includes a powerful, easy to use and extremely flexible, searchable multi-select system based on System Core’s scriptable tags concept.
You can easily indicate what objects are selectable, mark them up with as many tags as you need and easily search for them, select one or many or multiple collections all through an easy-to-use API.
Tooltip System
Learning: Tooltip System
The UX Tooltip tools are a simple and flexible approach to driving tooltips in your game. In the simplest form the tool can be thought of as a simple trigger that responds to mouse over event and provides basic feedback to use as a developer, e.g. an event you can listen on an the ability to control delays and similar.
By combining this simple concept with existing tools you can create any sort of tooltip your game may require. From simple popup messages (classic tooltips) to interactive tips with cascading tips contained with in.
Window System
Learning: Window Tools
The Window system makes it easy to define drag-able, re-sizable and dock-able windows in your game. The simple system can be attached to any Rect Transform and supports all canvas modes and all anchoring types. Window groups can be defined easily by simply parenting them in there own Rect Transforms where windows focus (move to top) and clamp (remain in frame) according to there parent.
With this system, you have complete control of your window's features including resize and move handles. You can choose to add a move handle, allowing the window to be dragged around the parent, rather or not it clamps to the parent and rather or not it remains always on top of other windows.