DoozyUI is a complete UI management system for Unity. It manipulates native Unity components and takes full advantage of their intended usage. This assures maximum compatibility with uGUI, best performance and makes the entire system have a predictable behavior. Also, by working only with native components, the system will be compatible with any other asset that uses uGUI correctly.
Easy to use and understand, given the user has some basic knowledge of how Unity's native UI solution (uGUI) works, DoozyUI has flexible components that can be configured in a lot of ways. Functionality and design go hand in hand in order to offer a pleasant user experience (UX) while using the system.
Artists and designers can realize their creative vision without coding by creating blazing fast user interfaces with any animations they can imagine.
Programmers can add a powerful UI management system to their toolbox that can be interfaced with scripts or used alongside Playmaker for a code-free UI solution.
It comes with an UI Animator System that uses math-based tweens creating reliable resolution independent animations and an Orientation Manager that allows anyone to create views for both portrait and landscape modes and not have to worry about which view should be active.
Eases the usage of Particle Systems within the UI layers and has a quick workflow for creating modal windows, named UI Notifications.
It supports all platforms and is extensively optimized to minimize its memory usage. Full C# source code, dedicated support and YouTube tutorials are available to help anyone understand and then master the system.
Requires DOTween or DOTween Pro to be imported and setup in the project before importing the DoozyUI package.
PDF Manual | Online Help Center | Community Forum | Support Request
YouTube Channel | Twitter Feed | Facebook Page
Features
- Use native uGUI
- Easy to learn. Intuitive design
- Advanced Editor integration
- UIAnimator
- UINavigation
- UIEffects (make ParticleSystems work with the UI)
- UINotifications
- UITriggers (zero code option)
- SceneLoader
- OrientationManager
- Supports all platforms
- Resolution Independent
- Mobile friendly
- Comes with full C# source code
- Dedicated support
- Tutorials on our YouTube Channel
:: Quick Setup!
Setup is incredibly fast and easy, just plug and play. Intuitive controls mean fast tweaks and optimal workflow, so you have more time for the important stuff.
:: Resolution Independent!
The UI Animator calculates all the resolution and aspect ratio changes and adjusts the animations accordingly. Because of this all the animations look and feel the same in both Landscape and Portrait Modes.
:: Orientation Manager
The Orientation Manager handles any device orientation changes by showing the proper UIElement that was made specifically for either LANDSCAPE and/or PORTRAIT orientation.
:: Save Time!
Save your animations and load them in other projects. (asset files)
:: No Coding Needed!
Autonomous UI Navigation System that handles: the ‘Back’ button, Toggle Game Pause/Unpause, Toggle Sound and Music ON/OFF and Application.Quit. Powerful & flexible event-driven script for no-code control of UI Elements, UI Buttons, UI Notifications, UI Triggers and Scene Loader.
:: Fun!
Create all kinds of animations in Play Mode, save them and use them in any project. (with DoozyUI)
:: UI Effects!
Use ParticleSystems inside the UI to create unique designs.
:: Easy!
Create intuitive menus without writing a single line of code with a WYSIWYG
approach.
:: Total Control!
Fine tune all the animations settings from timings, to delays, to ease functions.
:: 3rd Party Integrations
Playmaker
Master Audio
EnergyBarToolkit
TextMesh Pro
want more? – send a request ;)
Supports all export platforms with excellent performance for mobile games.
As game devs ourselves, we are dedicated to continually improving and expanding DoozyUI, based on everyone's feedback, and providing top-notch support.
WANT MORE? THEN CHECK OUT OUR OTHER ITEMS:
--- Doozy Entertainment ---
Game Icons Pack - Basic Design
Game Icons Pack - Gold Edition
Game Icons Pack - Diamond Plate Edition
Game Icons Pack - Knitted Edition
Game Icons Pack - Wood Edition
PLEASE BACKUP PROJECTS BEFORE UPDATING!!! Please let us know if you find any bugs (or solutions) so that we can improve the asset as fast as possible. ------ Version 2.9.4 ------ NEW FEATURES • UIElement has a new method 'IsUIElementVisible' that returns true if at least one UIElement with the given elementName and elementCategory is currently visible. An UIElement is considered visible if its isVisible value is true. • UIManager and UINavigation have a new public static method 'ShowAndHide' that shows and/or hidea all the UIElements that have been added to the show and/or hide NavigationPointer Lists while also adding this change to the NaviagtionHistory if addToNavigationHistory is set to true. • UIManager and UINavigation have a new public static method 'ShowUiElementAndHideAllTheOthers' that shows an UIElement and hides all the others (the UIElements that are visible) whith the addToNavigationHistory option. • UIManager and UINavigation have a new public static method 'ShowUiElement' that shows all the UIElements that have the given name and category with addToNavigationHistory option. • UIManager and UINavigation have a new public static method 'HideUiElement' that hides all the UIElements that have the given name and category with addToNavigationHistory option. CHANGES • The following methods in the UIElement components are now public - InitLoopAnimations, PlayLoopAnimations and StopLoopAnimations. • Moved most static registry databases and methods from the UIManager to each corespondent component. The UIManager functionality is still the same, it just points to the new databases/methods for each component. We did this as DoozyUI 3.0 has a clear separation of components and that makes the code more clean and easier to work with (also it is more intuitive this way). FIXES • Updated the functionality of editing multiple components for the Navigation settings. This affects the UIButton, the UIToggle and the GestureDectector. Now, you can select several UIButtons and change all their Navigation settings at once. • UIButton OnClick had a small delay when executing multiple clicks/taps in a very short interval. We fixed that and now all the clicks happen instantly as intended. Thank you all for your help in tracking down this issue. • A general editor issue was discovered with all the toggles, not behaving as expected when working with multiple components selected. This issue has been resolved and not it works as intended with serializedProperties controlling all the settings. • UIButton editor minor layout issues have been resolved. • UIToggle not animating when toggled by a ToggleGroup. • UIElement show method had some issues due to class variables, now we use method variables that fixed the issues that appared when the orientation changed. • Removed the BuildTargetGroup.Tizen from QUTils starting 2017.3 as it was made obsolete. ------ Version 2.9.3 ------ NEW FEATURES • A new option in the Editor Settings tab - [General] Auto Expand Enabled Features - when selecting a DoozyUI component. • A new option in the Editor Settings tab - [UIElement] Ask to add Element Name to newly selected Cateogry - if the name was not found. • A new option in the Editor Settings tab - [UIButton] Ask to add Button Name to newly selected Cateogry - if the name was not found. FIXES • Improved 2018 compatibility • Minor bug fixes related to warnings that appeared with Unity version 2018.1 • Layout issues with UIButtons nested under LayutGroups. ------ Version 2.9.2 ------ NEW FEATURES • UIButton allows you to set a ControllerInputMode (None, KeyCode, VirtualButton) that will trigger OnClick. You can set a KeyCode and a KeyCodeAlt (alternate button) or a VirtualButtonName and a VirtualButtonNameAlt if you want to use buttonNames set in yout InputManager. • UIToggle allows you to set a ControllerInputMode (None, KeyCode, VirtualButton) that will trigger OnClick. You can set a KeyCode and a KeyCodeAlt (alternate button) or a VirtualButtonName and a VirtualButtonNameAlt if you want to use buttonNames set in yout InputManager. • UIManager allows you to set a 'Back' button Input Mode (None, KeyCode, VirtualButton) that will trigger the 'Back' button. You can set a KeyCode and a KeyCodeAlt (alternate button) or a VirtualButtonName and a VirtualButtonNameAlt if you want to use buttonNames set in yout InputManager. • UIElement allows you to disable the 'auto select button after show' functionality • UIElement allows you, if a button is selected, to deleselect it when the UIElement is Shown and/or Hidden. • UIElement allows you to disable toggling the GraphicRaycaster component. If you don't need it, disable it and it will remain disabled (if the ignore option is enabled). • ControlPanel - UIElemens - allows you to rename element categories. • ControlPanel - UIButtons - allows you to rename button categories. CHANGES Change: UITrigger now allows you to 'Add to Navigation History' any shown/hidden UIElements. Note, when pressing the 'Back' button, this will not toggle the UIToggle's state back. FIXES • UIButton position got messed up when it was a child of a LayoutGroup. Now that is not longer the case, as the startPosition is recalculated to the proper value OnEnable. • UIToggle position got messed up when it was a child of a LayoutGroup. Now that is not longer the case, as the startPosition is recalculated to the proper value OnEnable. • UIButton not getting disabled when UIManager is set to Disable Button Clicks when an UIElement is in transition. • UIToggle not getting disabled when UIManager is set to Disable Button Clicks when an UIElement is in transition. • UIButton selected loop preset not getting loaded at runtime. • UIElement not executing the auto-select button when the game starts and start hidden and animate at start are both set to false. • UIElement not selecting the auto-select button after being shown. This also fixes the issue with the UINavigation when going back.