WeaveUI
For example, a drop handler can ask for the item that was dragged and the slot it landed on. ... Builder + Themes: one screen written in C# and restyled five different ways.
by Nerdova
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If you’ve used Tailwind, the styling will feel familiar. You write p-4, bg-slate-900 or rounded-lg in your UXML and it just works. hover:, dark: and disabled: work too. So do grid layouts and gaps, which USS doesn’t support on its own. The colours, spacing and fonts come from design tokens you can edit in the Inspector. If you already use Tailwind, you can point Weave UI at your own Tailwind CLI to get breakpoints and the rest of the language. While the game is running, saving a file updates the UI in about a second.
There’s a set of ready-made controls: buttons, toggles, sliders, dropdowns, text fields, tabs, lists and an inventory grid. They come in primary, secondary, ghost and danger styles, and switch between light and dark at runtime.
Artists can reskin all of it without touching code. Give each button state a sprite, press Generate, and every button in the game picks up the new look. The Preview window shows every control in your skin, so you don’t need to open a scene to check your work.
On the code side, each screen gets a view model. Moving between screens takes one line, and you get modal dialogs and fade, slide and scale transitions for free. Input handlers just ask for what they need. For example, a drop handler can ask for the item that was dragged and the slot it landed on. If a handler asks for something that isn’t there, you find out when the screen opens, not halfway through a playtest. Clicks allocate no memory.
The inventory grid was the part I cared about most: [keep or cut this line]. It only creates the slots you can see, so a 1,000-slot stash runs fine. Items drag between grids, can take up more than one cell, and follow rules you write (move, swap, stack, or refuse). It also works with a keyboard or gamepad.
Prefer building UI in code? There’s a fluent C# builder for that too.
The best way to get a feel for it is the samples. Each one has its own scene, so you can open it and press Play:
Basic Menu: a small game menu that touches every feature.
Game HUD: health and mana bars, a minimap, toasts and a hotbar.
Settings Menu: a full options screen with Apply and Revert, and key rebinding.
Shop + Inventory: drag items to buy and sell.
Builder + Themes: one screen written in C# and restyled five different ways.