User Interface

Naninovel comes with multiple built-in UIs: title (main) menu, game settings, save-load menu, backlog panel, CG gallery, tips and many others.

Each of the built-in UIs can be disabled or customized; see UI customization guide for more information.

Adaptive UI Layout

All the built-in UIs are implemented with adaptive layout. This allows the UI to remain usable on all the platforms, no matter the screen resolution.

UI Toggling

UI toggling feature allows user to hide/show the in-game UI as a whole.

Activate ToggleUI input (Space key by default for standalone input module) or use HIDE button on the control panel to hide/show the UI.

When UI is hidden, Continue input or clicking (touching) the screen will also un-hide the UI.

UI Customization

UI customization feature allows to add a custom UI and modify or completely replace any of the built-in UI elements, like title menu, settings menu, printer backlog, etc.

Be aware, that text printers and choice handlers are implemented via actors interface and are customized in a different way; see the corresponding documentation (text printers, choice handlers) for more info.

Notice: Before attempting to create custom UIs or modify existing ones first make sure you're familiar with Unity's UI system (uGUI); we're not providing any tutorials or support for Unity's built-in tools.

To add a custom UI or modify (disable) a built-in one, use UI resources manager accessible via Naninovel -> Resources -> UI editor menu.

To add a custom UI, create a new prefab (Create -> Naninovel -> Custom UI) and add it to the list. To disable a built-in UI remove a record from the list.

If you wish to modify an existing built-in UI prefab, you can find them at Naninovel/Prefabs/DefaultUI folder. While it's possible, please refrain from editing the built-in prefabs directly to prevent issues when updating the package. Rather duplicate the prefab you want to modify (Ctrl/Cmd+D), move it out of the package folder and modify the duplicate instead. Then assign modified prefab to an existing record in the UI resources manager.

When creating a new prefab from scratch, make sure to attach a component that implements interface of the UI you're going to override. This component should be attached to the root object of the prefab.

All the UI interfaces are stored under Naninovel.UI namespace:

Interface Corresponding UI
IBacklogUI Printer backlog.
ILoadingUI Panel shown when the game is loading.
IMovieUI UI used to host movies.
ISaveLoadUI Panel used for saving and loading game.
ISceneTransitionUI Handles scene transition ( @startTrans and @finishTrans commands).
ISettingsUI Panel used for changing game settings.
ITitleUI Title (main) menu of the game.
IExternalScriptsUI External scripts browser UI (community modding feature).
IVariableInputUI Input form for assigning an arbitrary text to a custom state variable (used by @input command).
IConfirmationUI UI panel used to confirm important commands (eg, when exiting to the title menu or deleting saved game slot).
ICGGalleryUI Unlockable CG gallery items browser.
ITipsUI Unlockable tips browser.
IRollbackUI Indicator for state rollback feature.
IContinueInputUI A fullscreen invisible UI layer positioned at the bottom of the UI stack and used to activate a continue input trigger when clicked or touched.

In order for the UI to support visibility (visible on awake, fade time) and interaction options (disable interaction), also attach a Canvas Group component to the same object.

If you're OK with C# scripting and want to override default logic of the UI, create a new component, implement IManagedUI interface (feel free to inherit the component from ScriptableUIBehaviour to fulfill all the interface requirements) and attach the created custom component instead. Check Naninovel/Runtime/UI folder for reference implementations of the built-in UIs. Here is an example of minimal implementation of a custom UI component:

using UniRx.Async;

public class MyCustomUI : ScriptableUIBehaviour, Naninovel.UI.IManagedUI
    public UniTask InitializeAsync () => UniTask.CompletedTask;

When the engine is initializing it'll instantiate all the UI prefabs assigned in the resources manager.

Play Script On Unity Event

When creating custom UIs, you may want to execute some commands or start playing a specific naninovel script in reaction to some events (eg, a button click).

Add Play Script component to a game object and either select an existing naninovel script or write the commands right inside the text area field; then route Unity event of some other component to invoke Play() method on the Play Script component. The script will be executed when the event is triggered at play mode. The example below hides a custom UI when the button is clicked.

It's also possible to reference Unity event arguments in the script text with {arg} expression; supported arguments types are: string, integer, float and boolean. Below example demonstrates executing camera shake and playing a sound effect when a custom UI is shown and playing a background musing when it's hidden.

Be aware, that conditional block commands (if, else, elseif, endif) are not supported in the script text.

Notice, that when an existing naninovel script is selected via dropdown list, the script text area will be ignored and selected naninovel script will be played instead of the currently played one; in case you wish to additively execute some commands without interrupting the currently played script, use the script text area.

Video Guide

Check out the following video tutorial, where we create a custom calendar UI and bind it to the date and month custom state variables.

Be aware, that the video was created with a previous version of the engine and some of the steps may not reflect how things currently work. We'll update the video after the stable release, but you can still use the current one to get a grasp on how to use the feature on a conceptual level.

Example Project

Within the following GitHub repository you can find the project showed in the above video tutorial.