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com.phantomsxr.xrmoduiframework

v1.0.0-preview.28

Published

The XRMOD UI Framework helps developers quickly build UX with a unified style.

Readme

XRMOD UI Framework

The XRMOD UI Framework is a comprehensive toolkit designed to help developers inspect, prototype, and build high-quality user interfaces for XR experiences with a unified, premium aesthetic (inspired by VisionOS glassmorphism).

It combines a rich library of pre-styled widgets with a robust, inspector-driven animation system to dramatically reduce the time needed to create dynamic and responsive UI.

Key Features

🎨 VisionOS-Style Design System

A complete set of "Glass" styled UI components that look premium out of the box. Includes:

  • Polished Widgets: Buttons, Sliders, Toggles, Input Fields, and Checkboxes with high-quality blur, glow, and shadow assets.
  • Windowing System: "Glass" windows with automatic background blurring and standard overlays.
  • Typography: Pre-configured TextMeshPro setups for hierarchy (Semibold, Regular, etc.).

🎬 AnimationUI System

A powerful, code-optional animation engine designed specifically for UI.

  • Sequence-Based: Create complex animation chains (Parallel or Sequential) directly in the Unity Inspector.
  • Rich Target Support: Animate RectTransform (Position, Scale, SizeDelta), CanvasGroup (Fade), Image (Color, Fill), Text (Typewriter effect), and more.
  • Easing Library: Built-in support for all standard easing functions (Bounce, Elastic, Quart, etc.).
  • Event Triggering: Fire Unity Events or C# Actions at specific times within an animation sequence.

🧩 Advanced Components

  • Infinite Scroll: Performant re-usable list views for large datasets.
  • Window Stacker: Manages depth and focus for multiple overlapping UI windows.
  • Independent Rounded Corners: Image components that allow different radius values for each corner.
  • UI Particles: Integration to render particle systems correctly within the UI Canvas sorting order.

Usage

Creating Elements

The framework integrates directly into the Unity Editor GameObject menu.

  1. Right-click in the Hierarchy or select GameObject in the top menu.
  2. Navigate to XRMOD > UI Framework.
  3. Choose from categories like Buttons, Sliders, Windows, etc.
  4. The element will be created with all necessary components, blocks, and animations pre-configured.

Using AnimationUI

To add animations to any object:

  1. Add the AnimationUI component to your GameObject.
  2. In the Inspector, expand Animation Sequence.
  3. Add a new Sequence item.
  4. Select a Target (e.g., the GameObject itself) and a Type (e.g., RectTransform).
  5. Choose the property to animate (e.g., AnchoredPosition) and set the Start/End values and Duration.
  6. Call Play() from script or check Play On Start.

Runtime Implementation

While primarily designed for Editor-time assembly, you can use the VisionControls static class to generate these complex UI prefabs strictly from code at runtime:

// Example: Creating a Text Button via code
var buttonGO = VisionControls.CreateTextButton(resources, 200, 60, 24);

Structure

  • Runtime/AnimationUI: Core logic for the animation sequencing system.
  • Runtime/Widgets: Component logic for Buttons, Sliders, and visual elements.
  • Runtime/Shaders: Custom shaders for UI blur, glow, and rounding effects.
  • Editor: Custom inspectors and menu integration logic.

Requirements

  • TextMeshPro: Used for all text rendering.
  • Unity UI (UGUI): The underlying UI system.